Hello all,
I am using YEA Save Engine + Dr. Todd's Autosave Problem (\w Name Fix): Which is found here: http://pastebin.com/94BUZ3BU
My issue is when I have to transfer maps it returns this error to me.
http://i.imgur.com/FVpQy1y.png
Here's my set up:
module ToddAutoSaveAce #Autosave file name. AUTOSAVEFILENAME = "AutoSave" #Specify which switches to turn on and off autosave #Autosave before battle? AUTOSAVEBB = 1 #Autosave when menu opened? AUTOSAVEM = 0 #Autosave when changing map? AUTOSAVETM = 1 endHere is the error line.
header[:map] = Marshal.load(Marshal.dump($game_map))I have looked at this past topic to look for an answer http://forums.rpgmakerweb.com/index.php?/topic/28650-yanfly-save-engine-problem/
I didn't find an answer though. At least for my issue.
What is going on exactly? What I mean by that is how has people set up the auto-save to not throw this error. I am trying my best to become more knowledgeable in Ruby and I would appreciate any advice.
Thanks
YEA Save Engine + Dr. Todd's Autosave Problem (\w Name Fix)
● ARCHIVED · READ-ONLY
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I have 2 different variable switches for AUTOSAVEBB and AUTOSAVETM and I see that you are using the same one for both. Have you tried giving them different switches? Are you 100% sure that no other script is using variable #1? That is a common switch to put into scripts as an example of what the user should do.
EDIT
I have just noticed that your snippet does not contain the following before the 'end':
#Variable ID that contains the number where the sutosave file will be saved. VARIABLE = 9Have you deleted that altogether? -
I guess I am a bit confused on how to set this up.I have 2 different variable switches for AUTOSAVEBB and AUTOSAVETM and I see that you are using the same one for both. Have you tried giving them different switches? Are you 100% sure that no other script is using variable #1? That is a common switch to put into scripts as an example of what the user should do.
EDIT
I have just noticed that your snippet does not contain the following before the 'end':
#Variable ID that contains the number where the sutosave file will be saved. VARIABLE = 9Have you deleted that altogether?
I did get rid of the variable because I didn't want to use it when I just want it to be FILE #0. I used Shaz's suggestion and changed the not_counting(variable name) to just not_counting(0).
Also I do have the same switch because I want it always to be on and I turn that switch on.
I'll try it with another and get back to you.
EDIT: Also Var #1 is being used for something else not related
EDIT2: Also it errors on the same line but instead of Bitmap it is class Sprite when it autosaves before battle
EDIT3: Also I downloaded the original again and got the same errors. (when I activated them through switches) :( How did you get yours working?
EDIT4: I figured out why it isn't working. It's with Khas's Awesome Light Effects. I wonder why it's not working with it. -
Now that you know that you can't use switch #1, select new switches and name them.
Do not delete that third switch; simply set it to zero.
I think it is better to have separate switches for before battle and changing map - that is what the script presumes, and as long as you set both of them to ON, it makes no difference to how the game plays.
Here is how that section of my script looks:
module ToddAutoSaveAce #Autosave file name. AUTOSAVEFILENAME = "AutoSave" #Specify which switches to turn on and off autosave #Autosave before battle? AUTOSAVEBB = 7 #Autosave when menu opened? AUTOSAVEM = 0 #Autosave when changing map? AUTOSAVETM = 8 #Variable ID that contains the number where the sutosave file will be saved. VARIABLE = 9 endI don't have the autosave running before battle for 2 reasons.
Very often the player needs to be further away from the battle in order to solve their problem (e.g. under-leveled, forgot to heal)
It can do funny things with the battle music, so that it continues to play even on the map until you change map.
However, before I decided not to have it there, I never had the error message you are getting. Try it with my setup and see what happens. If you still get the problem, then it may be that you've got a script incompatibility issue. -
Yeah actually I tried with the different switches, as soon as I disabled khas's awesome light effects it worked! I don't want to get rid of it's awesomeness however because it is essential for my day and night and date time cycle thing. :C
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That script by Khas probably throws up more compatibility problems than any other I've seen posted about. It looks like you might have to choose then, either Khas or autosave. I don't off hand know of another autosave script, though I've a vague memory of seeing one somewhere. Perhaps it's on the Master Script list?
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I'm going to look into this incompatibility. I will let you know what I find. In case you want to try too. Thanks for the help!