// New function - modify the savefileId if it's not 1
Window_SavefileList.prototype.isAutosave = function(savefileId) {
return this._mode === 'save' && savefileId === 1;
};
// The following functions are overwritten; you may need to make further edits if you're using any save plugins.
Window_SavefileList.prototype.drawItem = function(index) {
var id = index + 1;
var valid = DataManager.isThisGameFile(id);
var info = DataManager.loadSavefileInfo(id);
var rect = this.itemRectForText(index);
var isAutosave = this.isAutosave(id);
this.resetTextColor();
if (isAutosave) {
this.changePaintOpacity(false);
} else if (this._mode === 'load') {
this.changePaintOpacity(valid);
}
this.drawFileId(id, rect.x, rect.y);
if (info) {
var enabled = isAutosave ? !isAutosave : valid;
this.changePaintOpacity(enabled);
this.drawContents(info, rect, enabled);
this.changePaintOpacity(true);
}
};
// Change savefileId if it's not 1. Note that this drawText function uses a bigger width than the original function (because I rewrote how the other bits of information are displayed in my window), so you'll need to test to see it changes how things look in your own window.
Window_SavefileList.prototype.drawFileId = function(id, x, y) {
var text = TextManager.file + ' ' + id + (id === 1 ? ' (Autosave)' : '');
this.drawText(text, x, y, 240);
};