Save Core VisuStella MZ
VisuStella, Caz Wolf, Fallen Angel Olivia, Atelier Irina, and other affiliated content creators.
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SystemThis is a plugin created for RPG Maker MZ. | ||
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VisuStella MZThis plugin is a part of the VisuStella MZ Plugin Library. Click here if you want to help support VisuStella on Patreon. IntroductionThe 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:
RequirementsThis plugin is made for RPG Maker MZ. This will not work in other iterations of RPG Maker.
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 VariablesGlobal 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. --- <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. --- NOTE: Tagged Switches/Variables are mutually exclusive from one another. You cannot tag them with <Global>, <JS>, or <Self> simultaneously. Plugin CommandsPlugin 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: ---
--- Autosave Plugin Commands--- Autosave: Enable/Disable - Enable or Disable Autosave - Requires Database => System 1 => [x] Enable Autosave - This does NOT mean it will change autosaving for other loaded game saves or new game sessions. - This ONLY applies to the local session for the dev to control whether or not autosaving will occur at its usual conditions and scenarios. Enable or Disable?: - Enable or disable autosave? --- 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. --- 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. --- 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. --- Save Plugin Commands--- Save: Current Slot - Process the game's current save at the current point. - Must be outside of battle and on the map. --- 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. --- Save: Set Picture - Set the picture that would appear in the save file. Filename: - Input the filename here of the desired picture. --- Plugin ParametersGeneral Save SettingsThese are general settings pertaining to saves and the technicalities behind how saves work in your game. --- 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? --- 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 --- 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. --- Vocabulary Help: Slot-Locked: - Help description used for initial slot-locked selection. --- 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. --- Save Confirm Window SettingsThe 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. --- 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. --- 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. --- Autosave SettingsThese 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. --- 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 --- 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? --- JavaScript JS: On Success: - Code to perform when an autosave is successful. JS: On Failure: - Code to perform when an autosave has failed. --- Autosave Confirm Window SettingsThe Autosave Confirmation Window is a new feature added by this plugin to notify the player whenever autosaving occurs. --- 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 --- 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. --- Autosave Options SettingsThis 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. --- 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. --- Actor Graphic SettingsThis Plugin Parameter lets you select which graphic to use for displaying the actor party found inside the save menu. --- 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. --- Save Menu StylesSave Menu Styles affect how the save files themselves appear to the player, as long horizontal lists, vertical columns, small boxes, or a large file. --- Save Menu Styles List: - Save files stretch horizontally across the screen. - Save files are listed as rows. Vertical: - Save files are stretched vertically across the screen. - Save files are depicted as columns. Box: - Save files are small boxes shown on the screen. - Save files are sign in both rows and columns. Large: - Save files take up the whole screen. --- Style SettingsThese 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. --- 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. --- 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. ---
Terms of Use1. 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. 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. 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。 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。 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。 CreditsIf you are using this plugin, credit the following people in your game: Team VisuStella Changelog
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