RMMV YEP_X_AutoSave

Frostorm

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So I'm trying to add Yanfly's AutoSave plugin to the OptionsCore plugin, but it doesn't seem to work. I copy-pasted the instructions that say what to put in each field:
JavaScript:
---------
Settings:
---------

Name:
\i[231]Autosave

Help Description:
Enables \c[4]Autosaving\c[0] for your game if ON.
You can still manually save your game.

Symbol:
autosave

Show/Hide:
show = Imported.AutosaveShowOpt;

Enable:
enabled = true;

Ext:
ext = 0;

----------
Functions:
----------

Make Option Code:
this.addCommand(name, symbol, enabled, ext);

Draw Option Code:
var rect = this.itemRectForText(index);
var statusWidth = this.statusWidth();
var titleWidth = rect.width - statusWidth;
this.resetTextColor();
this.changePaintOpacity(this.isCommandEnabled(index));
this.drawOptionsName(index);
this.drawOptionsOnOff(index);

Process OK Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, !value);

Cursor Right Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, true);

Cursor Left Code:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
this.changeValue(symbol, false);

Default Config Code:
// Empty. Provided by this plugin.

Save Config Code:
// Empty. Provided by this plugin.

Load Config Code:
// Empty. Provided by this plugin.
However, it doesn't show up w/ the above code. Although it does show up when I use show = true instead of show = Imported.AutosaveShowOpt;. Also, show = Yanfly.Param.AutosaveShowOpt; seems to work as well. Unfortunately, the choices (On/Off) don't actually do anything despite being able to get it to show in the options menu. I also noticed other people had the same issue in this thread:
Too bad a solution was never posted and that thread is now closed...
 

Guardinthena

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I've had problems in the past with getting things to link correctly with the OptionsCore. Come to think of it, that's actually something I need to add on my To Do list, getting some of those links to work...

In regards to your problem however, I wouldn't be much help. Just wanted to report that I've had problems with OptionsCore in general. Actually, I would never have thought of even linking the Autosave in to the menu. I thought it was its own thing that just autosaved on map entry or something. I assume you're trying to add a quick save to the menu?
 

Frostorm

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Actually, I would never have thought of even linking the Autosave in to the menu. I thought it was its own thing that just autosaved on map entry or something. I assume you're trying to add a quick save to the menu?
The option would be to simply enable/disable the autosave feature (in case the player doesn't want to use it). To be honest, I'm one of those that would probably turn it off lol. I save-scum quite a bit heh...
I think this might be what you are looking for.
Hmm, seems like a compatibility patch for Felski's AutoSave plugin w/ Yanfly's OptionCore. I don't mind giving Felski's a try, but the AutoSave plugin I'm using now is the Yanfly one, not Felski's (which I didn't even know existed until now lol).

Edit: For clarification...
 

xDRAGOONx

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My bad...I knew you were using Yanfly's autosave but I didn't fully read Felski's description :kaocry:.

I have since opened up the Auto Save plugin in visual studio and I'm checking to see if anything jumps out at me...no luck yet.
 

Frostorm

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My bad...I knew you were using Yanfly's autosave but I didn't fully read Felski's description :kaocry:.

I have since opened up the Auto Save plugin in visual studio and I'm checking to see if anything jumps out at me...no luck yet.
I tried forcing the autosave feature via:
$gameSystem.setAutosave(true);
$gameSystem.setAutosave(false);

However, it seems that enables/disables both the autosave on main menu open and autosave on map load features at the same time, even though I have the former turned off and the latter turned on in the plugin options. So weird how you can't separate those 2 features when using the script call...
 

xDRAGOONx

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Hmmm...that is very interesting. These kinds of bugs always drive me crazy lol. I always assume that there must just be a slight typo somewhere in the code...
 

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