Hey, I'm having difficulties trying to solve some issues regarding saving in my game. Like many, I want to restrict people to only using specific save points, rather than being able to save on the fly. Everything worked fine until recently, when all of the sudden, if someone attempts to save the game on the save screen, they get the error sound. Booting up the game and starting directly in a room with a save point (Making the player's starting position there) one can still save the game normally and everything works fine. However, as soon as you leave the room and re-enter and attempt to save once more, you will get the error sound when trying to save. The scripts I am currently running are the follows:
Khas' Awesome Lighting
Victor Basic w/ Step sounds
Scenecombine
Stairs
Menu Manager
Scene_combine (Allows for combing items in the inventory)
Schala Battle System (Not at all implemented)
Mog Schala Tool HUG (Not implemented)
I don't think it's script issue though, but help would be 100% appreciated
Saving Issues
● ARCHIVED · READ-ONLY
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It may have something to do with the script though. You are not using any save script engine, aren't you?
Try to insert this. It should lift the prevention to save.
Code:However, it doesn't mean the save will works. It may smoke out the culprit which prevent the game to make a save file. Since badly written script edit may render the save contents can't be saved.class Scene_Save def on_savefile_ok super DataManager.save_game_without_rescue(@index) end end -
I'm not using any sort of save script engine, save for removing the save option from the menus.
With that bit of script inserted in the materials, the game will save on the screen, although the save will not appear until you re-open the save menu. Attempting to save a second time will result in the follow error and crash:
Script Data Manager line 164: Type Error Occured.
No Marshal_dump is defined for class bitmap
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Let's try further! Go insert this script. Then retry to reproduce the error.
Code:We need to know which class is this Bitmap is created.module DataManager def self.save_game_without_rescue(index) make_save_contents.values.each do |content| copy(content) end File.open(make_filename(index), "wb") do |file| $game_system.on_before_save Marshal.dump(make_save_header, file) Marshal.dump(make_save_contents, file) @last_savefile_index = index end return true end end def copy(object) begin Marshal.load(Marshal.dump(object)) rescue msgbox "There's something wrong in #{object.class}" exit end end -
Done and I got the weirdest message iv'e ever seen.
"There's something wrong in Game_system"
EDIT:
Ah, I see what that bit of code did now, and why that message was so strange. -
That's my custom message :D
Now go broad search ... CTRL + SHIFT + F, type "class Game_System"
Then send the search result here, it will be something like this.
One of your scripts that modify the Game_System probably the culprit which makes your game is unable to create a save file. -
Ah, the Schala Battle System is picked up three times. Wipe that and see what happens?
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Yep, you could try to remove the script and see if the save file works.
Additionally, you could try to look at the script if there's a line if it's including any "Bitmap.new" or a usage of "Cache" like "Cache.system()" or anything. But if you can't read the script, just use simple test above by removing the script to confirm if it's really from it. -
Yeah, dropping that seemed to fix it, which is a total shame since I was really hoping to incorporate it into the game.
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You could either
1. Drop the script.
2. Post the link to the script so that someone could try to look into.
3. Contact the scripter to report the bug.
Your choice. Regardless the culprit is found.
Also, my debug snippet can be removed now.