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Original Source
- Original title: Auto/System save files Updated v1.1.0
- Original author: Sarlecc
- Original date: November 12, 2014
- Source thread: https://forums.rpgmakerweb.com/threads/auto-system-save-files-updated-v1-1-0.33902/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace)
Summary
Auto/System save files Version 1.1.0 Sarlecc Introduction
Archived First Post
Auto/System save files Version 1.1.0
Sarlecc
Introduction
This script allows you to have an Auto save through a simple script call.
As a bonus it also allows you to have a System file that you can save switches and variables too. System file can be loaded up on new game creation.
Features
- Auto save through script calls.
- System file for saving switches and variables.
- System file loads when you make a new game.
- Has extra support for Yanfly's save system.
- Script will not use Yanfly's save system if you don't have it but will still work.
- Can now call auto save with a key press.
- Can display an auto save message after key is pressed.
Screenshots
No screen shots are needed for this script.
How to Use
Place this script under Materials (and under Yanfly's save system if you are using it) and above Main.
Script calls:
# i is the index number you want it to use# DataManager.save_settings(i)# DataManager.auto_save(i)# DataManager.load_settings(i) By default load_settings gets called when you# start a new game. But only if USE_SYSTEM_FILE is set to true.Extra custom options in script.
Demo
Don't think this script needs one though I will make if people request it.
Script
Newest version
GitHub - version 1.1.0
Old version(s)
Download - version 1.0.0
Download - version 1.0.1
FAQ
None yet.
Credit
- Sarlecc
- Yanfly if you are using Yanfly's save system.
Terms
Terms
Author's Notes
NOTE if you decide to use the System file I would recommend that you use Yanfly's save system and set USE_SYSTEM_FILE to true. This will make it so players can't save or load the system file by it's self which will cause an error or bugs.
Sarlecc
Introduction
This script allows you to have an Auto save through a simple script call.
As a bonus it also allows you to have a System file that you can save switches and variables too. System file can be loaded up on new game creation.
Features
- Auto save through script calls.
- System file for saving switches and variables.
- System file loads when you make a new game.
- Has extra support for Yanfly's save system.
- Script will not use Yanfly's save system if you don't have it but will still work.
- Can now call auto save with a key press.
- Can display an auto save message after key is pressed.
Screenshots
No screen shots are needed for this script.
How to Use
Place this script under Materials (and under Yanfly's save system if you are using it) and above Main.
Script calls:
# i is the index number you want it to use# DataManager.save_settings(i)# DataManager.auto_save(i)# DataManager.load_settings(i) By default load_settings gets called when you# start a new game. But only if USE_SYSTEM_FILE is set to true.Extra custom options in script.
Demo
Don't think this script needs one though I will make if people request it.
Script
Newest version
GitHub - version 1.1.0
Old version(s)
Download - version 1.0.0
Download - version 1.0.1
FAQ
None yet.
Credit
- Sarlecc
- Yanfly if you are using Yanfly's save system.
Terms
Terms
Author's Notes
NOTE if you decide to use the System file I would recommend that you use Yanfly's save system and set USE_SYSTEM_FILE to true. This will make it so players can't save or load the system file by it's self which will cause an error or bugs.
Downloads / Referenced Files
Log in to download
Log in, then follow the RPG Maker Developers Group to see these download links.
Log in to downloadLicense / Terms Note
Credit - Sarlecc - Yanfly if you are using Yanfly's save system. Terms
Creator Claims / Removal
If you are the original creator and want this listing reassigned, edited, or removed, join BMMPlay and contact the moderators with proof that matches the original RPG Maker Web profile, linked GitHub, itch.io page, or another public creator identity.
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