Save Core VisuStella MZ

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System

This is a plugin created for RPG Maker MZ.

Click here for help on how to install plugins and an explanation on the Tier Hierarchy System.


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SaveCoreBox.png SaveCoreLarge.png
SaveCoreList.png SaveCoreVert.png


VisuStella MZ

This plugin is a part of the VisuStella MZ Plugin Library.


Support VisuStella

Click here if you want to help support VisuStella on Patreon.


Introduction

The Save Core plugin adds upon the existing functionality of how saves operate in RPG Maker MZ and how the Save Menu appears in-game. Control over autosaves is also provided by this plugin as well as the ability to make Global Switches and Variables accessible across all game saves (including new games).

Features include all (but not limited to) the following:

  • Save file technicalities including how filenames are made and or how forage keys are labeled to distinguish games from one another.
  • Save types (standard, slot-locked, or single) to change saving to be suited for each game type.
  • Save confirmation window added to relay information to player on whether or not a save has been made successfully.
  • Global Switches and Variables that span across all saves and new games.
  • Control over how autosaves handle (their own file, save over existing files, and/or both).
  • Plugin Commands that enable/disable autosaves and forcefully activate them or request them.
  • Change up how the Save Menu appears with various save styles.
  • Add descriptions and pictures to the save files.

Requirements

This plugin is made for RPG Maker MZ. This will not work in other iterations of RPG Maker.


Tier 1

This plugin is a Tier 1 plugin. Place it under other plugins of lower tier value on your Plugin Manager list (ie: 0, 1, 2, 3, 4, 5).

This is to ensure that your plugins will have the best compatibility with the rest of the VisuStella MZ Plugin library.


Global Switches and Global Variables

SaveCoreGlobals.png

Global Switches and Global Variables are now added into the game engine via this plugin. Global Switches and Global Variables exist in the same state across all save files. This means if Switch 40 is declared to be a Global Switch and is turned ON, then whether you start up a new game or open a different save file, Switch 40 will be in the ON state. Similar will occur with Global Variables.

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<Global> Switch/Variable Name

To declare Global Switches and/or Global Variables, insert <Global> into the Switch/Variable's name. That's all there is to it. Whatever value you change the Global Switch/Variable to after declaring it will be changed across all saves.

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NOTE: Tagged Switches/Variables are mutually exclusive from one another. You cannot tag them with <Global>, <JS>, or <Self> simultaneously.

Plugin Commands

Plugin Commands are event commands that are used to call upon functions added by a plugin that aren't inherently a part of RPG Maker MZ.

Here is a list of Plugin Command(s) that you may use:

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The following are Plugin Commands that come with this plugin. They can be accessed through the Plugin Command event command.

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Autosave Plugin Commands

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SaveCoreAutoSave.png

SaveCorePluginCommands01.png

Autosave: Enable/Disable
- Enable or Disable Autosave
- Requires Database => System 1 => [x] Enable Autosave

  Enable or Disable?:
  - Enable or disable autosave?

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SaveCorePluginCommands02.png

Autosave: (Stage 1) Request
- Autosaves the game at current point if enabled.
- Requires Database => System 1 => [x] Enable Autosave
- Autosave does not go through if it is neither enabled in the database or
  in-game through the "Autosave: Enable/Disable" plugin command.
- This Plugin Command will not autosave if the player turned off "Autosave"
  in the Options Menu.

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SaveCorePluginCommands03.png

Autosave: (Stage 2) Execute
- Executes autosaves the game at the current point.
- Requires Database => System 1 => [x] Enable Autosave
- This will require autosave to be enabled through the database, but it will
  ignore the "Autosave: Enable/Disable" plugin command state.
- This Plugin Command will not autosave if the player turned off "Autosave"
  in the Options Menu.

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SaveCorePluginCommands04.png

Autosave: (Stage 3) Force
- Forces autosaves the game at the current point.
- Requires Database => System 1 => [x] Enable Autosave
- This will require autosave to be enabled through the database, but it will
  ignore the "Autosave: Enable/Disable" plugin command state.

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Save Plugin Commands

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SaveCorePluginCommands05.png

Save: Current Slot
- Process the game's current save at the current point.
- Must be outside of battle and on the map.

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SaveCorePicturesDesc.png

SaveCorePluginCommands06.png

Save: Set Description
- Set the description text that will appear in the save files.

  Text:
  - Insert desired save description text here.
  - Text codes supported.
  - \V[x], \N[x], \P[x] are save local.
  - Other text codes will draw data from the currently active game.

---

SaveCorePluginCommands07.png

Save: Set Picture
- Set the picture that would appear in the save file.

  Filename:
  - Input the filename here of the desired picture.

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Plugin Parameters

General Save Settings

SaveCoreParams1.png

These are general settings pertaining to saves and the technicalities behind how saves work in your game.

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General

 Save Style:
 - Select a save style for the game. Some of these options may alter other
   Plugin Parameter settings.
 - Standard: Save freely in any slot.
 - Slot-Locked: Select one dedicated slot at New Game.
 - Single: Only one slot is available for the game.
 Max Save Files:
 - Maximum number of save files for the game.
 Autosave Counts?:
 - Count the autosave file towards the max count?

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Local Mode

 Local Mode?:
 - When running the game on client, use the Local Mode of saving via files
   or store saves to forage keys?
 Filename Format:
 - Filename format for save files.
 - %1 - Save File ID
 Extension Format:
 - Filename extension format for save files.
 - %1 - Save Name

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Forage Key

 Forage Key Format:
 - Forage Key format when saving to memory.
 - %1 - Game ID, %2 - Save Name
 Forage Key Test:
 - Key used to test if saving a forage key is possible.

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Vocabulary

 Help: Slot-Locked:
 - Help description used for initial slot-locked selection.

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JavaScript

 JS: On Save Success:
 - Code to perform when a save is successful.
 JS: On Save Failure:
 - Code to perform when a save has failed.
 JS: On Load Success:
 - Code to perform when a load is successful.
 JS: On Load Failure:
 - Code to perform when a load has failed.

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Save Confirm Window Settings

SaveCoreConfirm.png

SaveCoreParams2.png

The Save Confirmation Window is a new feature added through this plugin. It gives the player visual feedback letting the player know that a save is successful or not.

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General

 Enable Window?:
 - Enable the Save Confirmation Window?
 Pop Up Duration:
 - How long should the window be open for before closing?
 - Insert the time in milliseconds.
 JS: X, Y, W, H:
 - Code used to determine the dimensions of the Save Confirmation Window.

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Vocabulary

 Pop Up: Save Success:
 - Text used for a "Save Success" message popup.
 - Text codes are allowed.
 Pop Up: Save Failure:
 - Text used for a "Save Failure" message popup.
 - Text codes are allowed.
 Pop Up: Load Failure:
 - Text used for a "Load Failure" message popup.
 - Text codes are allowed.

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Autosave Settings

SaveCoreAutoSave.png

SaveCoreParams3.png

These settings adjust how autosaves work in your game project. The settings will encompass the original autosave settings made by RPG Maker MZ as well as new settings added through this plugin.

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General

 Autosave Type:
 - Select autosave type.
 - Requires Database => System 1 => [x] Enable Autosave
 - Autosave File: Dedicated save file for autosaves.
 - Current File: Overwrites the current save file.
 - Autosave File + Current File: Both of the above.
 Start Enabled?:
 - Start with autosave enabled?
 - Requires Database => System 1 => [x] Enable Autosave

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Requests

 Requires Save Enable?:
 - Autosave requests require Saving to be enabled?
 Request after Battle?:
 - Requests an autosave after battle?
 Request on Transfer?:
 - Requests an autosave after a map transfer?
 Request on Menu Open?:
 - Requests an autosave after opening the main menu?
 Request on Menu Exit?:
 - Requests an autosave after exiting the main menu?

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JavaScript

 JS: On Success:
 - Code to perform when an autosave is successful.
 JS: On Failure:
 - Code to perform when an autosave has failed.

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Autosave Confirm Window Settings

SaveCoreAutoSave.png

SaveCoreParams4.png

The Autosave Confirmation Window is a new feature added by this plugin to notify the player whenever autosaving occurs.

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General

 Enable Window?:
 - Enable the Autoave Confirmation Window?
 Pop Up Duration:
 - How long should the window be open for before closing?
 - Insert the time in milliseconds.
 Screen Position:
 - Where does this window appear on the screen?
 - Lower Left
 - Lower Center
 - Lower Right
 - Middle Left
 - Middle Center
 - Middle Right
 - Upper Left
 - Upper Center
 - Upper Right

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Vocabulary

 Pop Up: Save Success:
 - Text used for an "Autosave Success" message popup.
 - Text codes are allowed
 Pop Up: Save Failure:
 - Text used for an "Autosave Failure" message popup.
 - Text codes are allowed.

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Autosave Options Settings

SaveCoreOption.png

SaveCoreParams5.png

This plugin adds the "Autosave" option to the Options menu, allowing players to decide if they want autosave enabled or not. This feature can be disabled as well, to better suit games. If the "Autosave" option is turned off by the player, then any Autosave requests and executions.

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Autosave Options

 Add Option?:
 - Add the 'Autosave' option to the Options menu?
 Adjust Window Height:
 - Automatically adjust the options window height?
 Option Name:
 - Command name of the option.
 Default Value:
 - Determine the default value of this option.

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Actor Graphic Settings

SaveCoreParams6.png

This Plugin Parameter lets you select which graphic to use for displaying the actor party found inside the save menu.

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Actor Graphic

 None:
 - Don't display any actors.
 Face:
 - Display the face graphics for the actors.
 Map Sprite:
 - Display the sprite graphics for the actors.
 Sideview Battler:
 - Display the SV Battler graphics for the actors.
 * Note: If you have an existing save made before this plugin was
   installed, you may need to save over the existing ones to see the
   Sideview Battler graphics.

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Save Menu Styles

SaveCoreParams7.png

Save Menu Styles affect how the save files themselves appear to the player, as long horizontal lists, vertical columns, small boxes, or a large file.

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Save Menu Styles

SaveCoreList.png

 List:
 - Save files stretch horizontally across the screen.
 - Save files are listed as rows.

SaveCoreVert.png

 Vertical:
 - Save files are stretched vertically across the screen.
 - Save files are depicted as columns.

SaveCoreBox.png

 Box:
 - Save files are small boxes shown on the screen.
 - Save files are sign in both rows and columns.

SaveCoreLarge.png

 Large:
 - Save files take up the whole screen.

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Style Settings

SaveCoreParams8.png

These settings allow you, the game dev, to manipulate how the save styles appear in-game if they're not to your liking. JavaScript familiarity is a must to adjust them.

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General

 Latest Text:
 - Text used to depict latest save file.
 Latest Color:
 - Use #rrggbb for custom colors or regular numbers for text colors from
   the Window Skin.
 Sprite Width:
 - Pixel width of map sprites when drawn in the Save Menu.
 SV Battler Width:
 - Pixel width of sv battlers when drawn in the Save Menu.
 JS: Save Display Info:
 - Code that, upon saving, determines which info is quickly stored
   for displaying.

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List Style Vertical Style Box Style Large Style

 Rows:
 - Number of rows for this style.
 Columns:
 - Number of column for this style.
 JS: Draw Contents:
 - Code on how to draw the contents for this style.
 JS: Draw File Data:
 - Code on how to draw the file data for this style.

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Terms of Use

1. These plugins may be used in free or commercial games provided that they have been acquired through legitimate means at VisuStella.com and/or any other official approved VisuStella sources. Exceptions and special circumstances that may prohibit usage will be listed on VisuStella.com.

2. All of the listed coders found in the Credits section of this plugin must be given credit in your games or credited as a collective under the name: "VisuStella".

3. You may edit the source code to suit your needs, so long as you do not claim the source code belongs to you. VisuStella also does not take responsibility for the plugin if any changes have been made to the plugin's code, nor does VisuStella take responsibility for user-provided custom code used for custom control effects including advanced JavaScript notetags and/or plugin parameters that allow custom JavaScript code.

4. You may NOT redistribute these plugins nor take code from this plugin to use as your own. These plugins and their code are only to be downloaded from VisuStella.com and other official/approved VisuStella sources. A list of official/approved sources can also be found on VisuStella.com.

5. VisuStella is not responsible for problems found in your game due to unintended usage, incompatibility problems with plugins outside of the VisuStella MZ library, plugin versions that aren't up to date, nor responsible for the proper working of compatibility patches made by any third parties. VisuStella is not responsible for errors caused by any user-provided custom code used for custom control effects including advanced JavaScript notetags and/or plugin parameters that allow JavaScript code.

6. If a compatibility patch needs to be made through a third party that is unaffiliated with VisuStella that involves using code from the VisuStella MZ library, contact must be made with a member from VisuStella and have it approved. The patch would be placed on VisuStella.com as a free download to the public. Such patches cannot be sold for monetary gain, including commissions, crowdfunding, and/or donations.

7. If this VisuStella MZ plugin is a paid product, all project team members must purchase their own individual copies of the paid product if they are to use it. Usage includes working on related game mechanics, managing related code, and/or using related Plugin Commands and features. Redistribution of the plugin and/or its code to other members of the team is NOT allowed unless they own the plugin itself as that conflicts with Article 4.

8. Any extensions and/or addendums made to this plugin's Terms of Use can be found on VisuStella.com and must be followed.

Terms of Use: Japanese


『VisuStella MZ』利用規約

1. これらのプラグインは、VisuStella.comおよび/または公式に承認されたVisuStellaのソースから合法的な手段で入手したものである限り、フリーゲームや商用ゲームに使用することができます。例外的に使用が禁止される場合については、VisuStella.comの記載をご確認ください。

2. 本プラグインの「クレジット」部分に記載されているすべてのコーダーの名前は、ゲーム内にクレジット表記を行うか、もしくは「VisuStella」という名前の下にまとめて表記する必要があります。

3. ソースコードを自分のものだと主張しない限りは、必要に応じて編集することが可能です。ただしプラグインのコードに変更が加えられた場合、VisuStellaはそのプラグインに対して一切の責任を負いません。高度なJavaScriptのノートタグやJavaScriptコードを許可するプラグインのパラメータを含む、カスタムコントロールエフェクトに使用される、ユーザー提供のカスタムコードについても、VisuStellaは一切の責任を負いません。

4. これらのプラグインやプラグイン内のコードを、「自分のもの」として再配布したり使用したりすることはできません。これらのプラグインとそのコードは、VisuStella.comおよび、その他の公式/承認済みVisuStellaソースからのみダウンロードすることができます。公式/承認済みのソースのリストは、VisuStella.comでご確認いただけます。

5. VisuStellaは、意図しない使用方法による問題、VisuStella MZライブラリ以外のプラグインとの非互換性の問題、プラグインのバージョンが最新でないことによる問題、第三者による互換性パッチが適切に動作していないことなどが原因でゲーム内で発生した問題については、一切の責任を負いません。VisuStellaは、高度なJavaScriptのノートタグやJavaScriptコードを許可するプラグインのパラメータを含む、カスタムコントロールエフェクトに使用される、ユーザー提供のカスタムコードに起因するエラーについても、一切の責任を負いません。

6. VisuStella MZライブラリのコードを使用した互換性パッチをVisuStellaとは関係のない第三者を通じて作成する必要がある場合は、まずVisuStellaのメンバーと連絡を取り、承認を得る必要があります。パッチはVisuStella.comに公開され、誰でも無料でダウンロードすることができるようになります。このようなパッチを、制作発注やクラウドファンディングの対象にしたり、寄付などの金銭的な利益を得るために販売することはできません。

7. このVisuStella MZプラグインが商用製品である場合、プロジェクトチームのすべてのメンバーは、それを使用するため、それぞれ製品を購入しなければなりません。使用方法には、関連するゲームメカニクスの作業、関連するコードの管理、および/または関連するプラグインコマンドや機能の使用、が含まれます。プラグインそのものやそのコードをチームの他のメンバーに再配布することは第4項に抵触するため、そのメンバーがプラグインそのものを所有していない限りは許可されません。

8. このプラグインの利用規約の追加項目や補足については、VisuStella.comに掲載されていますので、それを参照し従ってください。

Credits

If you are using this plugin, credit the following people in your game:

Team VisuStella

Changelog

Version 1.02: September 13, 2020

  • Compatibility Update!
    • Better compatibility for SV Actor graphics.
  • Documentation Update!
    • The Plugin Command 'Save: Set Description' now has updated documentation for the text codes that are parsed on the local level.
  • Feature Update!
    • The Plugin Command 'Save: Set Description' will now parse text code data for \V[x], \N[x], \P[x] on a local save file level. Feature updated by Yanfly.

Version 1.01: September 6, 2020

  • Bug Fixes!
    • Disabling confirmation windows no longer cause crashes. Fix made by Yanfly.
    • Plugin Commands for for setting descriptions and save images work despite save settings found in the database. Fix made by Yanfly.
    • Save Core no longer crashes when going to the Save/Load scenes without the Core Engine enabled.
    • Single and Locked save styles no longer crash the game when loading. Fix made by Olivia.

Version 1.00: August 20, 2020

  • Plugin released!

Help File