Autosave Control
For many games, manual saving is the norm, and autosaves are there as a backup in case the game crashes so you don't lose too much progress. For those games, the MZ autosave system is a great addition.For other games, the autosave is more important and manual saving might not even be wanted.
Event Integration
* autosave can be triggered form an event using a plugin command
(If every decision matters, save the game after the player makes a choice)
* delete the autosave with a plugin command
(permadeath if you run a game over / return to title afterward)
* run a common event after autosaving
(You could use this to flash a picture in the corner of the screen when autosaved)
* run a common event after autosaving failed
(unlikely if you're not deliberately provoking it, but can happen due to permissions or file locks)
Menu changes for single save games
If you only want an autosave, you can configure this plugin to make some changes:
* Change the "continue" option on the title screen to load the latest save automatically
* Change the "save" option on the main menu to save to the autosave slot.
Control of the built-in autosave hooks
By default, RMMZ will autosave after each battle and when travelling to a new map.
Either or both of these can be switched on and off to fit the needs of your game.
本贴来自国际rpgmaker官方论坛作者:Coelocanth处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/autosave-control.125895/
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