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翻訳の問題を報告
where index is a number and will determine the file name. This will save the game.
This will load the game with a given index. The extra version ID check is needed in case the map data changes between loads.
This will delete a save with the given index
(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.)
Also, if you still wanted to know,
Returns true if a file of index exists.
Just copy this in a new .js file and activate.
*should be safe with other plugins.
Is it ok if I use your autosave script in my game? What should I put to give you credit for it?
+1
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.