Another way that needs programming knowledge as well (similar to the one proposed by Andar), It concerns some little edits on the code that makes the save contents for the
global.rpgsave (or the default save file or It can be created a similar file ad hoc). You can store the data you need there, and then It can be created a specific code inside the game you need to transfer the data to read the contents of that file.
Example:
You have the global.rpgsave of your precedent game. You can make a copy of the file and maybe you can rename it as "example.rpgsave". You can choose the destination in a folder of your next game, maybe you can insert it in the
project/save folder as well.
You can develop a code like that for read the contents data:
Code:
var xhr = new XMLHttpRequest();
xhr.open('GET', './save/example.rpgsave')
xhr.onload = function() {
var decode = LZString.decompressFromBase64(this.responseText)
var obj = JSON.parse(decode)
console.log(obj)
}
xhr.send(null)
This code will return in the console as object the contents of the file, where you can store any kind of information you need.
But, as I said, this needs a coding knowledge, and in particular the complete code needs to be developed specifically for the needs of the user.