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Special Save System request

I have looked every where I can think for this kind of save system. I thought I remembered seeing it here before, but I can't find it now.

An example of what it's used for:

FIRE! You have to get out before the house comes down. You have 2 minutes... If the timer runs out the quest is over and you have to start again at the point the timer started the first time. If you touch the fire same thing.

Think FFVI [FFIII in US] when you have to get out of the burning house in the magic village. That was frustrating.

----------

Request time:

I'm looking for a script that gives me the ability to save the game for the player WITHOUT saving to a save file nor bringing upo the Save Menu. It just saves the game into an invisble temporary save file [within the script if possible, so as to not use up a save file] which can be saved and loaded using "Call Scripts".

I'm trying to do something similar to the FFVI fire house thing.

The temporary invisible save file does NOT have to be saved with the actual save file. It can be overwritten if the Save File "Call Script" is called again. the file never gets erased unless overwritten or game is closed.

--------------------

Is this possible and can someone help me out. Either point to the location of the script or write the script. Either way...

Thank you in advance,
Firestalker
 
to save, use this in your call script.
Code:
scene_save=Scene_Save.new
$game_temp.save_calling = true
scene_save.on_decision('SaveTemp')

to load, use this in your call script.
Code:
scene_load=Scene_Load.new
scene_load.on_decision('SaveTemp')
 
I PM'd you Alexanderas... Thank you again for doing that for me.

I have another favor to ask. Can you make the script bits above compatible with this script:

Code:
# train_actor
=begin

Caterpillar walking script

Copyright (C) 2005 fukuyama

This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.

This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301  USA

http://www.gnu.org/licenses/lgpl.html
http://www.opensource.gr.jp/lesser/lgpl.ja.html

=end

# Config.rb
#==============================================================================
# â–  Train_Actor::Config
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

# ●Switch setup for transparent status
# When true, switch control is used
# TRANSPARENT_SWITCH = true
TRANSPARENT_SWITCH = false

# ●Switch number for transparent status
# When TRANSPARENT_SWITCH is true, transparency will be activated when the switch of this number is on
TRANSPARENT_SWITCHES_INDEX = 51

# ●Maximum number of actors
# There will be support for a large number of people in a party in the future...
TRAIN_ACTOR_SIZE_MAX = 4

# Constants
DOWN_LEFT  = 1
DOWN_RIGHT = 3
UP_LEFT    = 7
UP_RIGHT   = 9
JUMP       = 5

end

# rgss

# Spriteset_Map_Module.rb
#==============================================================================
# â–  Spriteset_Map_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Spriteset_Map_Module
 def setup_actor_character_sprites?
   return @setup_actor_character_sprites_flag != nil
 end
 def setup_actor_character_sprites(characters)
   if !setup_actor_character_sprites?
     for character in characters.reverse
       @character_sprites.unshift(
         Sprite_Character.new(@viewport1, character)
       )
     end
     @setup_actor_character_sprites_flag = true
   end
 end
end

end

class Spriteset_Map
 include Train_Actor::Spriteset_Map_Module
end

# Scene_Map_Module.rb
#==============================================================================
# â–  Scene_Map_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Scene_Map_Module
 def setup_actor_character_sprites(characters)
   [B][U]@spriteset.setup_actor_character_sprites(characters)[/U][/B]
 end
end

end

class Scene_Map
 include Train_Actor::Scene_Map_Module
end

# Game_Party_Module.rb
#==============================================================================
# â–  Game_Party_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Party_Module
 attr_reader :characters
 def actors_dead?
   for actor in actors
     if actor.dead?
       return true
     end
   end
   return false
 end
 def update_party_order
   if not actors_dead?
     return actors
   end
   alive_actors = []
   dead_actors = []
   for actor in actors
     if actor.dead?
       dead_actors.push actor
     else
       alive_actors.push actor
     end
   end
   return alive_actors + dead_actors
 end
 def setup_actor_character_sprites
   if @characters.nil?
     @characters = []
     for i in 1 ... TRAIN_ACTOR_SIZE_MAX
       @characters.push(Game_Party_Actor.new)
     end
   end
   setup_actors = update_party_order
   for i in 1 ... TRAIN_ACTOR_SIZE_MAX
     @characters[i - 1].setup(setup_actors[i])
   end
   if $scene.class.method_defined?('setup_actor_character_sprites')
     $scene.setup_actor_character_sprites(@characters)
   end
 end
 def update_party_actors
   update_party_order
   setup_actor_character_sprites
   transparent = $game_player.transparent
   if transparent == false
     if TRANSPARENT_SWITCH
       transparent = $game_switches[TRANSPARENT_SWITCHES_INDEX]
     end
   end
   for character in @characters
     character.transparent = transparent
     character.move_speed = $game_player.move_speed
     character.step_anime = $game_player.step_anime
     character.update
   end
 end
 def moveto_party_actors( x, y )
   setup_actor_character_sprites
   for character in @characters
     character.moveto( x, y )
   end
   if @move_list == nil
     @move_list = []
   end
   move_list_setup
 end
 def move_party_actors
   if @move_list == nil
     @move_list = []
     move_list_setup
   end
   @move_list.each_index do |i|
     if @characters[i] != nil
       case @move_list[i].type
         when Input::DOWN
           @characters[i].move_down(@move_list[i].args[0])
         when Input::LEFT
           @characters[i].move_left(@move_list[i].args[0])
         when Input::RIGHT
           @characters[i].move_right(@move_list[i].args[0])
         when Input::UP
           @characters[i].move_up(@move_list[i].args[0])
         when DOWN_LEFT
           @characters[i].move_lower_left
         when DOWN_RIGHT
           @characters[i].move_lower_right
         when UP_LEFT
           @characters[i].move_upper_left
         when UP_RIGHT
           @characters[i].move_upper_right
         when JUMP
           @characters[i].jump(@move_list[i].args[0],@move_list[i].args[1])
       end
     end
   end
 end
 class Move_List_Element
   def initialize(type,args)
     @type = type
     @args = args
   end
   def type() return @type end
   def args() return @args end
 end
 def move_list_setup
   for i in 0 .. TRAIN_ACTOR_SIZE_MAX
     @move_list[i] = nil
   end
 end
 def add_move_list(type,*args)
   @move_list.unshift(Move_List_Element.new(type,args)).pop
 end
 def move_down_party_actors(turn_enabled = true)
   move_party_actors
   add_move_list(Input::DOWN,turn_enabled)
 end
 def move_left_party_actors(turn_enabled = true)
   move_party_actors
   add_move_list(Input::LEFT,turn_enabled)
 end
 def move_right_party_actors(turn_enabled = true)
   move_party_actors
   add_move_list(Input::RIGHT,turn_enabled)
 end
 def move_up_party_actors(turn_enabled = true)
   move_party_actors
   add_move_list(Input::UP,turn_enabled)
 end
 def move_lower_left_party_actors
   move_party_actors
   add_move_list(DOWN_LEFT)
 end
 def move_lower_right_party_actors
   move_party_actors
   add_move_list(DOWN_RIGHT)
 end
 def move_upper_left_party_actors
   move_party_actors
   add_move_list(UP_LEFT)
 end
 def move_upper_right_party_actors
   move_party_actors
   add_move_list(UP_RIGHT)
 end
 def jump_party_actors(x_plus, y_plus)
   move_party_actors
   add_move_list(JUMP,x_plus, y_plus)
 end
end

end

class Game_Party
 include Train_Actor::Game_Party_Module
end

# Game_Player_Module.rb
#==============================================================================
# â–  Game_Player_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Player_Module
 attr_reader :move_speed
 attr_reader :step_anime

 def update_party_actors
   $game_party.update_party_actors
   $game_party.actors.each do |actor|
     if actor.dead?
       next
     end
     @character_name = actor.character_name
     @character_hue = actor.character_hue
     break
   end
 end
 def update
   update_party_actors
   super
 end
 def moveto( x, y )
   $game_party.moveto_party_actors( x, y )
   super( x, y )
 end
 def move_down(turn_enabled = true)
   if passable?(@x, @y, Input::DOWN)
     $game_party.move_down_party_actors(turn_enabled)
   end
   super(turn_enabled)
 end
 def move_left(turn_enabled = true)
   if passable?(@x, @y, Input::LEFT)
     $game_party.move_left_party_actors(turn_enabled)
   end
   super(turn_enabled)
 end
 def move_right(turn_enabled = true)
   if passable?(@x, @y, Input::RIGHT)
     $game_party.move_right_party_actors(turn_enabled)
   end
   super(turn_enabled)
 end
 def move_up(turn_enabled = true)
   if passable?(@x, @y, Input::UP)
     $game_party.move_up_party_actors(turn_enabled)
   end
   super(turn_enabled)
 end
 def move_lower_left
   # When possible to move from down→left or from left→down
   if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
      (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
     $game_party.move_lower_left_party_actors
   end
   super
 end
 def move_lower_right
   # When possible to move from down→right or from right→down
   if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
      (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
     $game_party.move_lower_right_party_actors
   end
   super
 end
 def move_upper_left
   # When possible to move from up→left or from left→up
   if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
      (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
     $game_party.move_upper_left_party_actors
   end
   super
 end
 def move_upper_right
   # When possible to move from up→right or from right→up
   if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
      (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
     $game_party.move_upper_right_party_actors
   end
   super
 end
 def jump(x_plus, y_plus)
   # New coordinates are calculated
   new_x = @x + x_plus
   new_y = @y + y_plus
   # When addition values are (0,0), it is possible to jump to the destination
   if (x_plus == 0 and y_plus == 0) or passable?(new_x, new_y, 0)
     $game_party.jump_party_actors(x_plus, y_plus)
   end
   super(x_plus, y_plus)
 end
end

end

class Game_Player
 include Train_Actor::Game_Player_Module
end

# Game_Event_Module.rb
#==============================================================================
# â–  Game_Event_Module
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

module Game_Event_Module
 #--------------------------------------------------------------------------
 # ● Judgement determined
 #     x  : X coordinates
 #     y  : Y coordinates
 #     d  : Direction (0,2,4,6,8)  ※ 0 = Checks if all directions are not able to be passed (for a jump)
 # return : Passing is impossible (false), possible (true)
 #--------------------------------------------------------------------------
 def passable?(x, y, d)
   result = super(x, y, d)
   if result
     # New coordinates are searched for
     new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
     new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
     # Loops for actor in train
     for actor in $game_party.characters
       # When displayed
       if not actor.character_name.empty?
         # When actor's coordinates correspond to the destination
         if actor.x == new_x and actor.y == new_y
           # When event
           if self != $game_player
             # Passing is impossible
             return false
           end
         end
       end
     end
   end
   return result
 end
end

end

class Game_Event
 include Train_Actor::Game_Event_Module
end
 
# Game_Party_Actor.rb
#==============================================================================
# â–  Game_Party_Actor
#------------------------------------------------------------------------------
# Caterpillar movement of actor is carried out on map
#==============================================================================

module Train_Actor

class Game_Party_Actor < Game_Character
 attr_writer :move_speed
 attr_writer :step_anime

 def initialize
   super()
   @through = true
 end
 def setup(actor)
   # The file name and hue of the character are set
if actor != nil 
   @character_name = actor.character_name
   @character_hue = actor.character_hue
 else
   @character_name = ""
   @character_hue = 0
   end
   # Opacity and blending method are initialized
   @opacity = 255
   @blend_type = 0
 end
 def screen_z(height = 0)
   if $game_player.x == @x and $game_player.y == @y
     return $game_player.screen_z(height) - 1
   end
   super(height)
 end
 #--------------------------------------------------------------------------
 # ● Move down
 #     turn_enabled : Flag that permits direction change on the spot
 #--------------------------------------------------------------------------
 def move_down(turn_enabled = true)
   # Face down
   if turn_enabled
     turn_down
   end
   # When possible to pass
   if passable?(@x, @y, Input::DOWN)
     # Face down
     turn_down
     # Update coordinates
     @y += 1
   end
 end
 #--------------------------------------------------------------------------
 # ● Move left
 #     turn_enabled : Flag that permits direction change on the spot
 #--------------------------------------------------------------------------
 def move_left(turn_enabled = true)
   # Face left
   if turn_enabled
     turn_left
   end
   # When possible to pass
   if passable?(@x, @y, Input::LEFT)
     # Face left
     turn_left
     # Update coordinates
     @x -= 1
   end
 end
 #--------------------------------------------------------------------------
 # ● Move right
 #     turn_enabled : Flag that permits direction change on the spot
 #--------------------------------------------------------------------------
 def move_right(turn_enabled = true)
   # Face right
   if turn_enabled
     turn_right
   end
   # When possible to pass
   if passable?(@x, @y, Input::RIGHT)
     # Face right
     turn_right
     # Update coordinates
     @x += 1
   end
 end
 #--------------------------------------------------------------------------
 # ● Move up
 #     turn_enabled : Flag that permits direction change on the spot
 #--------------------------------------------------------------------------
 def move_up(turn_enabled = true)
   # Face up
   if turn_enabled
     turn_up
   end
   # When possible to pass
   if passable?(@x, @y, Input::UP)
     # Face up
     turn_up
     # Update coordinates
     @y -= 1
   end
 end
 #--------------------------------------------------------------------------
 # ● Move lower left
 #--------------------------------------------------------------------------
 def move_lower_left
   # When no direction fixation
   unless @direction_fix
     # Turn left when facing right, turn down when facing up
     @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::UP ? Input::DOWN : @direction)
   end
   # When possible to move from down→left or from left→down
   if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::LEFT)) or
      (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::DOWN))
     # Update coordinates
     @x -= 1
     @y += 1
   end
 end
 #--------------------------------------------------------------------------
 # ● Move lower right
 #--------------------------------------------------------------------------
 def move_lower_right
   # When no direction fixation
   unless @direction_fix
     # Turn right when facing left, turn down when facing up
     @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::UP ? Input::DOWN : @direction)
   end
   # When possible to move from down→right or from right→down
   if (passable?(@x, @y, Input::DOWN) and passable?(@x, @y + 1, Input::RIGHT)) or
      (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::DOWN))
     # Update coordinates
     @x += 1
     @y += 1
   end
 end
 #--------------------------------------------------------------------------
 # ● move upper left
 #--------------------------------------------------------------------------
 def move_upper_left
   # When no direction fixation
   unless @direction_fix
     # Turn left when facing right, turn up when facing down
     @direction = (@direction == Input::RIGHT ? Input::LEFT : @direction == Input::DOWN ? Input::UP : @direction)
   end
   # When possible to move from up→left or from left→up
   if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::LEFT)) or
      (passable?(@x, @y, Input::LEFT) and passable?(@x - 1, @y, Input::UP))
     # Update coordinates
     @x -= 1
     @y -= 1
   end
 end
 #--------------------------------------------------------------------------
 # ● move upper right
 #--------------------------------------------------------------------------
 def move_upper_right
   # When no direction fixation
   unless @direction_fix
     # Turn right when facing left, turn up when facing down
     @direction = (@direction == Input::LEFT ? Input::RIGHT : @direction == Input::DOWN ? Input::UP : @direction)
   end
   # When possible to move from up→right or from right→up
   if (passable?(@x, @y, Input::UP) and passable?(@x, @y - 1, Input::RIGHT)) or
      (passable?(@x, @y, Input::RIGHT) and passable?(@x + 1, @y, Input::UP))
     # Update coordinates
     @x += 1
     @y -= 1
   end
 end
end
end
I keep getting a error on this line:

Code:
@spriteset.setup_actor_character_sprites(characters)

It's also bolded and underlined in the code above if you need the lines before and after it.

Thank you in advance. I you can't get the script to work with this script is there a way to 'turn off' the Caterpillar Script above, so I can still use your script?

Thank you again and let me know.

Thank you in advance,
Firestalker
 

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