RPGツクールMV

RPGツクールMV

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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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 2016年1月13日 19時47分 
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
Thank you! I'll try it out in just a little bit.
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.
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.)
最近の変更はHarshmallowが行いました; 2016年1月13日 20時13分
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 2016年1月13日 20時40分 
Glad to hear it works, :)
Also, if you still wanted to know,

StorageManager.exists( index );

Returns true if a file of index exists.
Sabi 2016年1月13日 21時57分 
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.
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.
coseph 2016年11月19日 10時02分 
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 2016年12月28日 18時13分 
Cerberus の投稿を引用:
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
@both of you - feel free!
Sable, you're a lifesaver! Definitely going to use this plugin in my project!
NDA 2018年3月15日 16時41分 
I tried this a bit, it saves, but doesn't load. Is it because I didn't put a number in place of index?
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.
最近の変更はJohnDoeNewsが行いました; 2018年6月6日 10時52分
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投稿日: 2016年1月13日 15時16分
投稿数: 24