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Removing save

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Rep: +0/-0Level 83
How would I go about removing the save option for the regular menu?

I want to use a Save point system instead of saving anywhere.



What I had in mind is this

Making events where you open up the save menu.

That's it :) , I tried one and it works nice.

Only problem is now to remove the regular save option.
I got a Respawn thingy going already.

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Resource Artist
Rep:
Level 94
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Project of the Month winner for June 2009
Well, to remove the option from the menu would require you to remove some stuff from the script. If you don't mind it hanging out in the menu, but just stay grayed out, then there's an event command to disable/enable saving. And all you would need to do is disable saving, then when a player is at a save point enable saves and then disable saves when they're done saving.

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Revolution is not a bed of roses.
Rep:
Level 91
Project of the Month winner for July 2009
I'm tired of this shit.
http://rmrk.net/index.php/topic,24438.0.html
Why does no one read the rules? I'm going to have to talk to one of the admins about making a banned from the RMXP forums if people won't read the rules.

Ideally, you might want to consider having the player save wherever they want outside of dungeons.
« Last Edit: May 21, 2009, 08:34:47 PM by Falcon »

**
Rep: +0/-0Level 83
Sorry about that mod.


Im going on a different approach then a regular rpg, so only saving at savepoints will work great :)

So basically I can just make an event on a square where the player must pass and disable saving there, then delete the event thus removing the save option forever :)

EDIT: It worked, savepoint system is now in place :P

And the respawn script I got worked, now I can move onto the real deal. Building my gameworld :). The boring stuff is done hehe.

Thanks for the help guys.

********
Resource Artist
Rep:
Level 94
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Project of the Month winner for June 2009
What I would do is set up an event that runs as a parallel process, and conditonally, if you're standing on that tile then save access is granted and if not then save access is disabled. Having that one event saves having more than one sitting around one other event to turn it off again.

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Rep: +0/-0Level 83
I created an event on a square that the player has to pass by right at the start. Then I make events that operate with action button, these events bring up the save menu.

very easy sollution :)

no conditions or anythingm no variables or switches :P