es hat sich wieder mal was "ergeben". Eigentlich hatte ich gar keine Zeit, wollte dann aber halt einen kleinen Wunsch erfüllen, und dabei hat sich das hier entwickelt. Viel Spaß damit.
(Ich hab jetzt keine Lust das nochmal auf Deutsch zu schreiben. Sorry.)
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RM2k3 CustomSaveLoadPatch
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For RPG Maker 2003 v1.08
by Cherry
http://www.cherrytree.atcherry@cherrytree.atThis patch allows you to create your own save/load system.
FEATURES
--------
1) Save the game directly using an event
2) Load the game directly using an event
3) Check if a savestate exists using an event
4) Query information (name, level and HP of first hero) of a savestate using an event
5) Use as many savestates as you like (not limited to 1-15!)
INSTALLATION
------------
You need to have BetterAEP installed, otherwise loading games won't work. Get it here:
http://cherrytree.at/download/?did=171) To install the CustomSaveLoadPatch, get Lunar IPS from here:
http://fusoya.eludevisibility.org/lips/2) Open Lunar IPS
3) Click "Apply IPS"
4) Select "RPG_RT_CustomSaveLoadPatch.ips" and click "Open"
5) At the next screen, select "All files" as filetype, navigate to your project folder, select your "RPG_RT.exe" file and click "Open"
USAGE
-----
A) SAVING THE GAME
1) Write the number of the save slot you want to use into variable 3351 (not limited to 1-15! Can also be zero or a number greater than 15.)
2) Open the save menu
EXAMPLE:
<> Change Variable [3351:SaveID] = 20
<> Call Save Menu
This will save the game into slot 20.
There is no visible or audible feedback when saving.
Note that when the user manually picks "Save" from the game menu, the game will be saved to the slot specified in variable 3351 and the menu will then be closed.
So if you want to use this feature, make sure variable 3351 is set to the right slot in the time the player is able to use the menu.
B) LOADING THE GAME
1) Write the number of the save slot you want to use into variable 3351 (not limited to 1-15! Can also be zero or a number greater than 15.)
2) Write 1 into variable 3350
3) Call the "End Event Processing" function
Note that steps 2 and 3 require BetterAEP to be installed.
EXAMPLE:
<> Change Variable [3351:SaveID] = 4
<> Change Variable [3350:BetterAEP] = 1
<> End Event Processing
This will load the game from slot 4.
When loading, the music and the screen will fade out.
If you try to load a nonexistent savestate, it will appear to work (the screen and music will fade out and in again), but nothing will happen.
C) QUERYING INFORMATION ABOUT A SAVESTATE
1) Write the number of the save slot you want to check into variable 3352 (not limited to 1-15! Can also be zero or a number greater than 15.)
2) Process the information as you wish
After writing a value to variable 3352, information about the savestate will be stored like this:
IF THE SAVESTATE EXISTS:
1) Variable 3352 will be 1
2) Variable 3353 will contain the level of the first hero in the savestate's party
3) Variable 3354 will contain the HP of the first hero in the savestate's party
4) The hero with ID 99 will get the name of the first hero in the savestate's party
IF THE SAVESTATE DOES NOT EXIST:
1) Variable 3352 will be 0
2) Variables 3353 and 3354 and hero 99 won't be changed
MAKE SURE YOU HAVE AT LEAST 99 HEROES IN YOUR DATABASE WHEN USING THIS FEATURE, OTHERWISE THE GAME WILL CRASH ("Event script referenced a hero that doesn't exist")!
EXAMPLE:
<> Change Variable [3352:SaveQuery] = 10
<> Branch If Var[3352:SaveQuery] == 1
... <> Message: Savestate 10 exists!
... : Hero Level: \v[3353]
... : Hero HP: \v[3354]
... : Hero Name: \n[99]
... <>
: Else
... <> Message: Savestate 10 doesn't exist!
... <>
: End
This will check whether savestate 10 exists, and if it does, it will display information about it.
Have fun!
Cherry
PS: Ich weiß, dass der Power Patch Compact auch speichern/laden kann. Allerdings mit mehr Einschränkungen, langsamer, manchmal buggy, und außerdem lang nicht so einfach zu benutzen (besonders beim 2k3). Und schon gar nicht mit Heldeninfo.