Now toggles on properly after game start. Rearranged some of the plugin settings for better clarity.Preparation for linking those to specific manual save slots.Now 'File(saveId)_Auto(autoSaveId).rpgsave'.Slightly altered how Auto/Quick game saves are named.Setup compatible with QInput keybind style.Re-implemented option to set save folder path.Small 'Defeat feature usage' help section added in notes.Set on/off toggle and time period in settings Linked plugin text to my TranslationEngine for optional use.Added safeties against illegal folder/file names.Fixed plugin always using different directory, regardless of setting option.Fixed Save Delete window wrongly linked to Quit command usage.If saving is disabled, Auto/Quick saving are also now disabled.Fixed issue allowing saving from the title screen.Fixed deployment issue with title search.Free for use in all commercial and non-commercial projects, so long as credit is given. Modifications will be needed, but I'm here to help with those bits! I didn't mess with any of that largely because custom systems will vary in every way. It's functional, and can be improved, but will never be great under the limitations. Speaking of - I 'highly' suggest not using the default MV menu system to make use of this. Same with the highlighting in File selection. Working on getting some warning windows in regarding the deleting of files and such, but that's a minor development problem, and one likely replaced with the devs own menu system. No fuss - there's actually not a single new plugin setting from Version 1. If you're already using Version 1 and want to switch over, just remove the _V2 from the file name and it'll carry over all the same plugin settings you were already using easiest way to save your settings would be to open the plugins.js file and add the _V2 to the end of the existing ZephAM_SaveLoadDefeat name (some fuss now, turns out just changing the file name wasn't enough). If you're deep in testing those saves, they could be manipulated to work - certainly not a lost cause, but it'll be cleaner to start from scratch! They don't carry over to a different slot if you save the same playthrough on different slots though - they're attached to the slot that spawned them.Ī new file will be found in your save folder - SaveTracker.rpgsaveĭO NOT DELETE this file, as it will screw up the linking explained above.Īlso, you may need to delete all saves and the global save for this to work properly (Config is fine). If you don't use the reserved slots in your project (meaning you auto/quick save over the base slot itself), then nothing here will change for you - and you're probably better off using the simpler Version 1.Īuto/Quick saves will self delete if you remove the base save they're attached to, but carry over if you save over the same slot with the same playthrough. That means 'every' basic save slot can have it's own auto and quick slots! So if you create a save in slot 1, create an autosave there, then make a new save in slot 2, you'll only see the autosave from 1 with 1 selected in the File menu. Just have to work through the connections again.Ĭompatible with Yanfly Save Core again! There's a couple 'not quite right' bits in the save/load menu's, but nothing crashes, and I'm working those bits out!Īuto/Quicksave slots are now linked to the base save slot. I intend for that the be a temporary problem. Yanfly Save Core (YEP_SaveCore) is not currently compatible. Mainly behind the scenes effects) No longer requires Core. Conflicts not fully tested, thought it's designed to work outside of menu configurations as much as possible. Pulling up the console in game (F8) will show the current save path on game load. The default save path - if you toggle the option to use a different path - would put the saves (on Windows) in:Ĭ:/Users/(username)/(folders you set)/(gametitle)/save/(all. Save folder path settings are explained a bit in the plugin description/help section. Quick load = - (top right corner of numpad) / keycode - 109.
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