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Multiple save files 2.2

Heyo! Absolutely awesome script! It works perfectly in my game, but i seem to be having some problems with the Save screen.

I'm not the best with scripts but i think i know, somewhat, how i could go about fixing it.
In short: When saving, it puts the "Pokédex" text the same row as "Save File:", cutting of the actual save file number and makes the save windows very wide.
I'd post a screenshot but it seems i havent reached the post-requirement for that yet ;)

If you know, and could help me with this, that would be great. I'll admit ill just screw things up if i start fiddling with the code myself.

Sorry about that, I guess I never checked that. Find this part in PokemonSave, and add the thing I've colored red.
Code:
if $Trainer.pokedex
      loctext+=_INTL("Pokédex<r><c3={1}>{2}/{3}</c3>[COLOR="Red"]<br>[/COLOR]",textColor,$Trainer.pokedexOwned,$Trainer.pokedexSeen)
    end

<br> is the code for a line break in text, that's all it needed.
 
Code:
if $Trainer.pokedex loctext+=_INTL("Pokédex<r><c3={1}>{2}/{3}</c3><br>",textColor,$Trainer.pokedexOwned,$Trainer.pokedexSeen) end
<br> is the code for a line break in text, that's all it needed.
Thanks! Figured it was something like that ;)
 
Update thanks to MrVokan's suggestions

Includes:
Now finds your last saved/loaded file to use automatically.
Now can help prevent files from being copyied for games with GTS systems
 
A great improvement over the previous version :D Great work as always.

Some of the users on my forum have been testing it a bit and as far as we can see, there arent any obvious problems or much needed improvements.. yet ^^,

Only problem we've found is that after compressing the game in an encrypted archive through rpgmaker, the game becomes unable to find the seed.dat file inside the archive.
 
A great improvement over the previous version :D Great work as always.

Some of the users on my forum have been testing it a bit and as far as we can see, there arent any obvious problems or much needed improvements.. yet ^^,

Only problem we've found is that after compressing the game in an encrypted archive through rpgmaker, the game becomes unable to find the seed.dat file inside the archive.

I updated PokemonLoad, let me know if that fixes it.
 
Close but no cigar ;)

Code:
Script 'SpriteWindow' line 2166:Errno::ENOENT occured.

No such file or directory - Data/Seed.txt

Try one more time, just a typo on my part I'm pretty sure. I assume the same thing happens for the loading last saved, but I think I fixed that as well.
 
Try one more time, just a typo on my part I'm pretty sure. I assume the same thing happens for the loading last saved, but I think I fixed that as well.

Yea you nailed it this time ^^
Nice work.
 
im getting

Exception: NameError
Message: uninitialized constant PokemonLoad::LongTextsArrays
PokemonLoad:625:in `pbStartLoadScreen'
PokemonLoad:490:in `loop'
PokemonLoad:869:in `pbStartLoadScreen'
Main:30:in `main'
Main:75:in `mainFunctionDebug'
Main:53:in `mainFunction'
Main:53:in `pbCriticalCode'
Main:53:in `mainFunction'
Main:85
Main:84:in `loop'

error when starting a new game scripts added are the pokemon contest edits and thats it
 
im getting

Exception: NameError
Message: uninitialized constant PokemonLoad::LongTextsArrays
PokemonLoad:625:in `pbStartLoadScreen'
PokemonLoad:490:in `loop'
PokemonLoad:869:in `pbStartLoadScreen'
Main:30:in `main'
Main:75:in `mainFunctionDebug'
Main:53:in `mainFunction'
Main:53:in `pbCriticalCode'
Main:53:in `mainFunction'
Main:85
Main:84:in `loop'

error when starting a new game scripts added are the pokemon contest edits and thats it

I forgot to remove those before uploading the fix for compressed games. Removed them now, try again.
 
ok now getting this error :(

Exception: TypeError
Message: no implicit conversion from nil to integer
PokemonLoad:2557:in `srand'
PokemonLoad:2557:in `pbStoreSaveSeed'
PokemonLoad:639:in `pbStartLoadScreen'
PokemonLoad:490:in `loop'
PokemonLoad:867:in `pbStartLoadScreen'
Main:30:in `main'
Main:75:in `mainFunctionDebug'
Main:53:in `mainFunction'
Main:53:in `pbCriticalCode'
Main:53:in `mainFunction'
 
ok now getting this error :(

Exception: TypeError
Message: no implicit conversion from nil to integer
PokemonLoad:2557:in `srand'
PokemonLoad:2557:in `pbStoreSaveSeed'
PokemonLoad:639:in `pbStartLoadScreen'
PokemonLoad:490:in `loop'
PokemonLoad:867:in `pbStartLoadScreen'
Main:30:in `main'
Main:75:in `mainFunctionDebug'
Main:53:in `mainFunction'
Main:53:in `pbCriticalCode'
Main:53:in `mainFunction'

Change the line
Code:
pbStoreSaveSeed($game_variables[99])
to
Code:
pbStoreSaveSeed($game_variables[99]) if RESTRICTSAVEACCESS

Updated in the main script.
 
oh i just added == were srand showed and it works

You have security settings turned off, so that works fine for you I guess. But it won't for anybody using it or who may use it in the future.

When you don't have $SAVESEED defined,
Code:
Kernel.srand == $SAVESEED #=> false

Which will prevent the security features from working as intended, and stop people from playing their games. You could also have added
Code:
return if !RESTRICTSAVEACCESS
to the beginning of the method and it would do that same thing as my fix.

Bad, and somewhat messy, programming practice, but
Code:
Kernel.srand $SAVESEED
is the same as
Code:
Kernel.srand($SAVESEED)
 
ok so added the fix you gave and set RESTRICTSAVEACCESS = true
but when using GTS each save file maintains the same online id isnt RESTRICTSAVEACCESS = true meant to stop that or have i misunderstood?
 
ok so added the fix you gave and set RESTRICTSAVEACCESS = true
but when using GTS each save file maintains the same online id isnt RESTRICTSAVEACCESS = true meant to stop that or have i misunderstood?

What it's meant to stop is the player from making copies of their files and playing as that, since if they get a shiny in one game then they could normally just copy over their save file and get multiples. Which isn't a problem in a normal game, but with a GTS it kind of like cheating. I haven't formatted it specifically to work with a GTS script if that's what you mean, you'll have to change the id assigning in that script to something different. I assume it stores your id to your game's save file, and not one external place? If not, I would set it up to do so.
 
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