Kino

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Intro:


This plugin allows you, the developer, to create save states for things like multiple endings.
This way you can keep each ending for viewing later on the title screen.


Version: 1.00


Features:

  • Creating save states
  • Enabling save states
  • Disabling save states
  • Removing save states

Instructions:

  1. Simply install the script
  2. Use the helpers provided



/* Functions
* KR.Helpers.createSaveState(saveStateName, id)
* - Creates a save state with a specified name, and with an id
* KR.Helpers.removeSaveState(id)
* - Removes the save state at the specified Id.
* KR.Helpers.enableSaveState(id)
* - Enables the save state on the menu.
* KR.Helpers.disableSaveState(id)
* - Disables the save state on the menu.
*/




In-Game Examples:

QiSQMGT.jpg



bo690nR.png



U4kSJgy.png






Please see the below attachment to use the plugin.



Credits:


Free for both commercial and non-commercial use.Credit with the name Kino, or EIS.


Thanks:Thank you to anyone who decides to use this script; I appreciate it!


If there are any bugs/issue, please contact me via message on the forums. I want to try and make the script as extensible/flexible as possible, so if you have an ideas, please message me.

View attachment EISSaveStateMachine.js
 
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Gothic Lolita

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It would be a really useful plugin, only had this plugin running and installed, but still it does nothing. :(
I put that on an event as a plugin command:
KR.Helpers.createSaveState(First NPC, 1)
And that:
KR.Helpers.enableSaveState(1)
But it still doesn't show up in title. :(

Second problem is, that if no Save State is enabled, you can't close the menu once you opend it. 
ESC doesn't work and every other button doesn't work either. :/ (\ô/)
 

Kino

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Thanks for the input I'll take a look at it for you.


Let's see if I can help though.


One thing to note the save state name goes in quotes, so : "First NPC"


This should be in an event's script call.


KR.Helpers.createSaveState("First NPC", 1)


Concerning the not being able to exit the menu I'll take a look, but it should be holding down the cancel button for a long period of time.
 

Gothic Lolita

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KR.Helpers.createSaveState("First NPC", 1)


Concerning the not being able to exit the menu I'll take a look, but it should be holding down the cancel button for a long period of time.

Even I put that:
KR.Helpers.createSaveState("First NPC", 1)
In a plugin command and then use that:
KR.Helpers.enableSaveState(1)
The Endinglist will still stay empty. :|

And for the but I mentioned, you only need to hold down "ESC" for a while, then you exit. Simply quick click it one time does nothing. :)  (\ô/)
 

Kino

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Even I put that:
KR.Helpers.createSaveState("First NPC", 1)
In a plugin command and then use that:
KR.Helpers.enableSaveState(1)
The Endinglist will still stay empty. :|

And for the but I mentioned, you only need to hold down "ESC" for a while, then you exit. Simply quick click it one time does nothing. :)  (\ô/)

The long click was intentional,  but the reason it's not working is because it's a plugin command you're using.


Try putting the calls in a script, instead of a plugin command.
 

Gothic Lolita

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Now it works like a charm, thank you for the help. :D
A really awesome plugin you made. :)  (\ô/)
 
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Kino

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Glad I was able to help get it working for you!
 

KrimsonKatt

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@Kino Hello. Is there a way to call a save state manually without going through the menu? Sorry for necroposting, but that would seriously help a lot for my game. I have a mechanic where you can re-fight various bosses with the same equipment and set-up you had when you beat them, and your plugin seems to be exactly what I'm looking for. However, I need to be able to directly call the save states in order for my idea to work, and your plugin seems to only allow you to access the save states from the title screen. Is there a way to call the save states directly using a script call or can you alter the plugin so that the list can appear somewhere else or save states can be called manually using script calls? Thanks.
 

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