Using Checkpoints and removing the Save function
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- Kokoro Hane
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Using Checkpoints and removing the Save function
I am trying to remove the "Save" function so I can have a Checkpoint system using persistent data. I want it where when I hit Esc, that it doesn't open up the default save menu. I'd like it to open up something to go to menu or decide to quit, but I am not sure how to go about that. I've looked inside the Screens script and am confused as to what I need to delete and reconstruct? How would I go about it?
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RE/COUNT RE:VERSE [COMPLETE][RPG]
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Operation: Magic Hero [WiP]
Piece By Piece [COMPLETE][Spooktober VN '20]
RE/COUNT RE:VERSE [COMPLETE][RPG]
Since When Did I Have a Combat Butler?! [COMPLETE][NaNoRenO2020+]
Crystal Captor: Memory Chronicle Finale [COMPLETE][RPG][#1 in So Bad It's Good jam '17]
But dear God, You're the only North Star I would follow this far
Owl City "Galaxies"
- Steamgirl
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Re: Using Checkpoints and removing the Save function
There are two screens to change.
First of all, you probably want to remove saving from "screen navigation".
Then you want to replace "screen save".
changes to
Or something like that.
First of all, you probably want to remove saving from "screen navigation".
Code: Select all
textbutton _("Return") action Return()
textbutton _("Preferences") action ShowMenu("preferences")
textbutton _("Save Game") action ShowMenu("save")<------------------------------ remove this
textbutton _("Load Game") action ShowMenu("load")
textbutton _("Main Menu") action MainMenu()
textbutton _("Help") action Help()
textbutton _("Quit") action Quit()
Code: Select all
screen save:
# This ensures that any other menu screen is replaced.
tag menu
use navigation
use file_picker
Code: Select all
screen save:
use navigation
frame:
vbox:
label "Do you want to quit?"
textbutton "Yes"
textbutton "No"
Hobby Projects: Stranded Hearts | Emma: A Lady's Maid | My Cup of Coffee: The Trouble with Earl Grey
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