RMMV [SOLVED] I need a plugin for skip the save slot

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Hi there. I was looking for a JS that can skip the save slot because I'm using an autosave plugin (that scene that appers when you click 'Continue'). Thanks for read!
 

Andar

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you can disable the savescreen in the system tab of the database, or block opening it with an event command.
no need for a plugin for that.
 
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you can disable the savescreen in the system tab of the database, or block opening it with an event command.
no need for a plugin for that.
I mean in the title screen, I disabled the savescreen in all the game but I don't know how to disable it in the title screen.
 

ShadowDragon

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I'm not sure if you can skip the one in the title scene though, because it needs
to read the save data to continue.

or you have only new game constantly.

However, if you mean to have only 1 save slot entirely that when you press
"continue" than maybe.

TSR_Title can have a "true continue" without going to the save scene and
continue from it's last save slot it was saved on.

if you only have 1 slot, this would be ideal.
 
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I'm not sure if you can skip the one in the title scene though, because it needs
to read the save data to continue.

or you have only new game constantly.

However, if you mean to have only 1 save slot entirely that when you press
"continue" than maybe.

TSR_Title can have a "true continue" without going to the save scene and
continue from it's last save slot it was saved on.

if you only have 1 slot, this would be ideal.
I only have 1 slot so maybe helps, but I think the plugin doesn't work. Maybe the plugin need a dependence plugin?
 

JohnDoeNews

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Hmmm... Which autosave plugin do you use?

I wrote one, but I hardly doubt that is the one you are using. (It is called autosaveplus and works with common events)

However... if you use Yanfly Savecore you can make the highest ID the autosave slot, and then put in the save screen itself a notification: "Last save slot is overwritten by autosave"

I did it like this in the past: (Very old game, one of my first projects)

That is what you want, right? To prevent anyone saving in an autosave slot?
1606673684202.png
 
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Hmmm... Which autosave plugin do you use?

I wrote one, but I hardly doubt that is the one you are using. (It is called autosaveplus and works with common events)

However... if you use Yanfly Savecore you can make the highest ID the autosave slot, and then put in the save screen itself a notification: "Last save slot is overwritten by autosave"

I did it like this in the past: (Very old game, one of my first projects)

That is what you want, right? To prevent anyone saving in an autosave slot?
View attachment 169331
I use this autosave:
JavaScript:
/*:
*    @plugindesc Allows creating, loading, and deleting save files with plugin commands.
*    @author Sabi
*
*    @help
*    Plugin Commands:
*
*AutoSave   <index> : Create a save game with index <index>
*LoadSave   <index> : Loads a save game with index <index>
*DeleteSave <index> : Deletes a save game with index <index>
*/

(function() {
var Sabi_Game_Interpreter_pluginCommand = Game_Interpreter.prototype.pluginCommand;
    Game_Interpreter.prototype.pluginCommand = function(command, args){
        Sabi_Game_Interpreter_pluginCommand.call(this, command, args);

        if(command === 'AutoSave'){
            var f_index = Number(args[0]);
            $gameSystem.onBeforeSave();
            DataManager.saveGame(f_index);
        }
        
        if (command === 'LoadSave'){
            var f_index = Number(args[0]);
            if(DataManager.loadGame(f_index)){
                if ($gameSystem.versionId() !== $dataSystem.versionId){
                    $gamePlayer.reserveTransfer($gameMap.mapId(), $gamePlayer.x, $gamePlayer.y);
                    $gamePlayer.requestMapReload();
                }
                $gameSystem.onAfterLoad();
                SceneManager.goto(Scene_Map);
            }
        }
        
        if(command === 'DeleteSave'){
            var f_index = Number(args[0]);
            StorageManager.remove(f_index);
        }
    };
}) ();

But maybe the problem is because the game storages the save files in a folder in C: (No in the game folder).
 

JohnDoeNews

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But... This looks like you never see the continue screen at all.

This looks a lot like StarBirds jumpstart plugin. The only diffrence is that it loads the game directly, skipping thetitle scene.

When you die, you just auto load your last save, when you start the game, you also autoload the last save. Downside: It is impossible to make back up saves. (But looks like that is the case with your plugin as well)

I believe this jumpstart plugin is one of the default plugins in your DLC folder.
 
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But... This looks like you never see the continue screen at all.

This looks a lot like StarBirds jumpstart plugin. The only diffrence is that it loads the game directly, skipping thetitle scene.

When you die, you just auto load your last save, when you start the game, you also autoload the last save. Downside: It is impossible to make back up saves. (But looks like that is the case with your plugin as well)

I believe this jumpstart plugin is one of the default plugins in your DLC folder.
I disabled all the plugins and it doesn't work (I only see the default title screen). Is there any other way?
 

JohnDoeNews

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Huh? I didn't say to disable all plugins. I said to use jumpstart by Starbird resources.

I looked for a link, but the one I had is no longer available... And it turns out itisn't in the DLC folder either.

I got the plugin, but I am unsure if it is okay to share it, since the maker took it offline.

Edit: How about this one?
 

ShadowDragon

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TSR_Title dont have any depency plugin for using it, place it on the top below
YEP_EngineCore, and it should work correctly.

you can also try to use TSR_Save which can have 1-999 slots, with any data
if you wish. you might need a tiny modification to the plugin
of TSR_Title, if you ask him, he tell you what to change to make it happen
what you want and it will work :)

like remove continue, keep true continue or put that one into continue when pressed :)
so you will omit the Scene_load from continue.
 
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sorry, just saw this. you can share that jumpstart plugin with anyone you want. not sure if it still works with the engine updates, but feel free to try it. the website that hosted it closed down and i never reposted it. i'll test it out when i have a chance and repost here if it still works. but feel free to share it with whoever in the meanwhile.
 
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So sorry for not answering. I found a plugin that met what I needed, thank you very much for the help.

JavaScript:
Scene_Load.prototype.create = function() {
    Scene_MenuBase.prototype.create.call(this);
    };
    
    Scene_Load.prototype.start = function() {
    Scene_MenuBase.prototype.start.call(this);
    var id =DataManager.lastAccessedSavefileId();
    DataManager.loadGame(id)? this.onLoadSuccess() : this.onLoadFailure();
    };
 

slimmmeiske2

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This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.

 
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