Autosave function

RATISOFT

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Hello

I need some plugin for Autosave function.

I want to avoid save menu scene and save the game from an event on the first save slot by default. It should be simple but I've got no idea how to do it :>

It would be useful for projects what are designed to be small and addictive on mobile devices ^^

Greetings
 

VagabondDog

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The simplest version of this would be something that allows you to manually trigger it from within an event via a script call.

Hopefully someone will have an answer soon.

This was a staple function in VX Ace.
 

Bearsmith

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I'm also in need of this script! My project requires the user to be unable to save-scum, so auto saving is a must for me. Hopefully someone will make this sooner or later.
 

Jeremy Cannady

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Has any one made this yet? Seems simple I might pick it up if it hasn't already been done.
 

Tsukihime

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If you want to save a game with script calls you can say

DataManager.saveGame(0)Where 0 is the first save slot.Then you have full control over when auto-saving should occur.
 

RATISOFT

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Thanks!

This solution is a great way for mobile games with only one possible save slot.

But is there a way to check on whats slot was last save made? So it will able to be usefull for games with more save slots :)
 

Tsukihime

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I am not entirely sure but you can try

var lastId = DataManager.lastAccessedSavefileId()DataManager.saveGame(lastId)The last accessed ID is updated whenever1. You load the game

2. You save the game

So if they load a game, it should point to that save file, which you would always use during the game itself.

Please do extensive tests.
 
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Ilovepapayas

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Hi there. 

Thanks for this answer, this is what I'm looking for, too!!

I've tried this out and it creates a new savegame, but everytime I load this game, there is a type error: "cannot read property type of null"

This is, what my console says: TypeError: Cannot read property 'name' of null

    at Function.AudioManager.playBgm (rpg_managers.js:884)

    at Game_System.onAfterLoad (rpg_objects.js:239)

    at Scene_Load.terminate (rpg_scenes.js:1530)

    at Function.SceneManager.changeScene (rpg_managers.js:1649)

    at Function.SceneManager.updateMain (rpg_managers.js:1640)

    at Function.SceneManager.update (rpg_managers.js:1576)

 

I have strictly copied this script call into my event (with autorun), but loading the savegame doesn't work...  :stare:  But I have no idea, why... 

Is it perhaps a bug inside MV? Or did I something wrong?
 

Koru-chan

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Here's my question about that.  If I wanted to have it auto-save after random encounters so the player is stuck with the result they got, how could I do it?  Is there a script for sticking custom script calls into the very end of a battle after items and exp were rewarded?  Or is there a simpler solution to that?
 

Ilovepapayas

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Thank you so much, Jeremy! That was excatly, what I needed!!  :guffaw:
 

elroy

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Oh, Jeremy, I love you!!

You solve my big problem.

And Tsukihime too. Thank you~

:D   :D   :D
 

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