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 Post subject: Re: [Script][Request] Command Cursor...
PostPosted: Fri Apr 29, 2011 4:58 pm 
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@ud: tsk, tsk, tsk....
it works.
you're right in the fact that he has to check all files, but you're missing something.
i haven't ever set the global variable $UNLOCK
since the beginning of all the game, the global variable $UNLOCK is nil,
and then via script you make it true/false, so it isn't nil anymore,
that's why i added the != nil thingie, so if the variable was never set,
it doesn't check if it is true.
Now, I tested it with a sound thingie with the conditional branch i wrote
in Scene_Tittle, and the SOUND plays!



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 Post subject: Re: [Script][Request] Command Cursor...
PostPosted: Sun May 01, 2011 10:51 pm 
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But, MSS, that variable is created and destroyed every time you start and close the program.
Facecake wants that when you beat the game, the title screen changes. Your method would work if after you beat the game, you press F12 or return to title screen after setting $unlock to true. But when you close out and open the game again, $unlock will be nil until set again and your title screen will be the normal one.

What he wants the script to do is check through all save files and see if $game_completed_variable is "true" or "on" and then it'll decide what title screen to use. For that, you'll need to be able to read some form of saved data. "$game_party.gold" won't mean anything until a game_party variables has been loaded, so your method requires that the person choose a game and load the file before it can read that "special variable." By the time this happens, it's too late to change the title screen.


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 Post subject: Re: [Script][Request] Command Cursor...
PostPosted: Mon May 02, 2011 8:57 am 
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interesting, but there's a way to check all the files:

#In the command_new_game, you add: $game_unlockables = Game_Unlockables.new
#This class is only a copy of Game_Switches, but named by another name of class.
#In the write_save_data method on Scene_save, you add a Marshal.dump of the new object,
and a Marshal.load in the read_save_data in Scene_Load.
#After this, you make a method in Scene_Tittle:

def check_all_save_files_unlocks(unlock_id)
  ok = false
  for i in 0...3 #Consider the number of maximum of files.
    file = File.open(filename, "wb")
    $game_unlockables       = Marshal.load(file)
    ok = true if $game_unlockables[unlock_id]
    file.close
  end
  return ok
end

#--------------------------------------------------------------------------
# * Make File Name
#     file_index : save file index (0-3)
#--------------------------------------------------------------------------
def make_filename(file_index)
  return "Save#{file_index + 1}.rxdata"
end


I am not that expert in Marshal stuff, so correct me if i am wrong...



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 Post subject: Re: [Script][Request] Command Cursor...
PostPosted: Mon May 02, 2011 10:13 am 
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Yup, that's what it should look like. However, I think because of the Marshal works you have to load EVERYTHING in order before you can load the new variable. Or, when you do Marshal Dump you should dump the new variable first.


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 Post subject: Re: [Script][Request] Command Cursor...
PostPosted: Mon May 02, 2011 10:19 am 
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yep, i releazied that when i was making the tattles...



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