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save_count 0x5B chunk not validated when a save is loaded #1203

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Ghabry opened this Issue Jun 14, 2017 · 4 comments

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Ghabry commented Jun 14, 2017

Upon loading RPG_RT compares 0x5B of the current map with the save_count of the savegame and when it mismatches the events in the savegame are ignored and the map reloads instead.

In RPG Maker 2003 English Edition this was changed to 0x5A (or 0x5C, not 100% sure, needs a recheck).

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fmatthew5876 commented Oct 12, 2018

I can confirm that not having this feature makes developing rm2k games with Player basically impossible. If I change a parallel common event for example and load an old save, the old version of the common event is still running and never cleared. I have to start a new game to see the new version of my common event.

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fdelapena commented Oct 12, 2018

In RPG_RT in TestPlay mode, there is a key (F10?) to stop parallel event execution, but I am not sure which is the exact behavior and how it may help in these cases.

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CherryDT commented Oct 13, 2018

It's unrelated, it basically just aborts the foreground event (not parallel events)

That save count thing though basically resets the events completely, as if you had left and reentered the map. (didn't realize it also resets common events, but that makes sense...)

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CherryDT commented Oct 13, 2018

Actually it's two things:

The comparison of SavePartyLocation.map_save_count with Map.save_count resets the events on the map (their scripts and their map properties like their position, if I remember correctly)

The comparison of SavePartyLocation.database_save_count with System.save_count resets common events (not sure if it resets anything else)

(SaveSystem.save_count on the other hand is unrelated and just counts how often the user saved the game as far as I know)

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