RPG Maker MV

RPG Maker MV

Harshmallow Jan 13, 2016 @ 3:16pm
Autosave/Autoload questions
Cross-posting from RPG Maker Web forums:

Is there a plugin or combination of plugins that supports all of the following without the RMMV UI appearing at all:

Autosaving on command to at least two different slots
Autoloading on command to at least two different slots
Being able to delete those save files ingame

Thanks!

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Showing 1-15 of 24 comments
neoVictrix Jan 13, 2016 @ 3:23pm 
There's a scritp call you can add to an event to autosave, but I've run into issues with the save file it creates loading successfully. Been slowly trying to figure out the reason why.
Sabi Jan 13, 2016 @ 7:47pm 
Haven't seen a plugin for it yet, but here's some script calls to make it:
$gameSystem.onBeforeSave(); DataManager.saveGame( index );

where index is a number and will determine the file name. This will save the game.

if(DataManager.loadGame( index )){ if ($gameSystem.versionId() !== $dataSystem.versionId){ $gamePlayer.reserveTransfer($gameMap.mapId(), $gamePlayer.x, $gamePlayer.y); $gamePlayer.requestMapReload(); } $gameSystem.onAfterLoad(); SceneManager.goto(Scene_Map); }

This will load the game with a given index. The extra version ID check is needed in case the map data changes between loads.

StorageManager.remove( index );

This will delete a save with the given index
Harshmallow Jan 13, 2016 @ 7:58pm 
Thank you! I'll try it out in just a little bit.
neoVictrix Jan 13, 2016 @ 8:00pm 
Also Sabi, that save snipit from the other thread worked fine in a clean project. It's funny how it's often a simple line of code that can make or break something.
Harshmallow Jan 13, 2016 @ 8:01pm 
Oh, also, is there a way to check if there's a save present in a given slot before attempting to load/delete?

(To clarify the reason for all this, my game has two separate stories that have separate save files - the game skips the engine title screen and goes to a custom evented title screen, which then leads to the character select. Picking a character starts a new game for their story if there is no save present, otherwise it auto-loads. Pressing X while a character is highlighted, if a save for their story is present, brings up a deletion prompt, asks to confirm, and if so, deletes the character's save. Due to the game's aesthetics I need all of this to be managed outside of the UI.)
Last edited by Harshmallow; Jan 13, 2016 @ 8:13pm
Harshmallow Jan 13, 2016 @ 8:34pm 
Actually, nevermind! Looks like the load command does nothing if nothing is saved in the slot, and I can handle erasure ingame. Now just to figure out a way to disable the fading on load since I handle transitions with a custom image wipe :P
Sabi Jan 13, 2016 @ 8:40pm 
Glad to hear it works, :)
Also, if you still wanted to know,

StorageManager.exists( index );

Returns true if a file of index exists.
Sabi Jan 13, 2016 @ 9:57pm 
So I made a quick little plugin to do this.

/*: * @plugindesc Allows creating, loading, and deleting save files with plugin commands. * @author Sabi * * @help * Plugin Commands: * *AutoSave <index> : Create a save game with index <index> *LoadSave <index> : Loads a save game with index <index> *DeleteSave <index> : Deletes a save game with index <index> */ (function() { var Sabi_Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand; Game_Interpreter.prototype.pluginCommand = function(command, args){ Sabi_Game_Interpreter_pluginCommand.call(this, command, args); if(command === 'AutoSave'){ var f_index = Number(args[0]); $gameSystem.onBeforeSave(); DataManager.saveGame(f_index); } if (command === 'LoadSave'){ var f_index = Number(args[0]); if(DataManager.loadGame(f_index)){ if ($gameSystem.versionId() !== $dataSystem.versionId){ $gamePlayer.reserveTransfer($gameMap.mapId(), $gamePlayer.x, $gamePlayer.y); $gamePlayer.requestMapReload(); } $gameSystem.onAfterLoad(); SceneManager.goto(Scene_Map); } } if(command === 'DeleteSave'){ var f_index = Number(args[0]); StorageManager.remove(f_index); } }; }) ();

Just copy this in a new .js file and activate.
*should be safe with other plugins.
LordOlecram Mar 9, 2016 @ 9:28pm 
Hello! great help here, i would like to know if there is a way to autosave on the last saved file? so i wont need to put an index.
undecidedgamer Nov 19, 2016 @ 10:02am 
Hi Sabi

Is it ok if I use your autosave script in my game? What should I put to give you credit for it?
DANGDUT Dec 28, 2016 @ 6:13pm 
Originally posted by Cerberus:
Hi Sabi

Is it ok if I use your autosave script in my game? What should I put to give you credit for it?

+1
Harshmallow Dec 29, 2016 @ 2:50pm 
@both of you - feel free!
Awsome2464 Aug 21, 2017 @ 7:50pm 
Sable, you're a lifesaver! Definitely going to use this plugin in my project!
NDA Mar 15, 2018 @ 4:41pm 
I tried this a bit, it saves, but doesn't load. Is it because I didn't put a number in place of index?
JohnDoeNews Jun 6, 2018 @ 10:35am 
Sorry for negroïng this, but I see people keep stopping by every now and them...

I wrote a autosave plugin a while back.
It saves at plugin command. And it triggers a common event at transfer.
Put the plugin command in the common event, and you have an autosave on transfer,

The plugin command can be used at any time during eventing, and the common event can be use to trigger weather/light and other systems you want to trigger on each event.

http://johndoenews.boards.net/thread/23/jdn-autosaveplus-js

There is a version that instantly loads a slot of your choice too. I don't have it on my website, cause it is an old version of this one, but I still have it if requested.
Last edited by JohnDoeNews; Jun 6, 2018 @ 10:52am
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Date Posted: Jan 13, 2016 @ 3:16pm
Posts: 24