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v21.1 Auto Multi Save 1.3

This resource pertains to version 21.1 of Pokémon Essentials.
Pokémon Essentials Version
v21.1 ✅
Also compatible with
  1. v21.1
  2. v20.1
  3. v19.1
2022-10-08 01_33_48-Pokemon Essentials v19.1.png
2022-10-08 01_29_41-Pokemon Essentials v19.1.png

Description:
  • Adds multiple save slots and the ability to auto-save.
  • On the Load screen you can use the left and right buttons while "Continue" is selected to cycle through files.
  • When saving, you can quickly save to the same slot you loaded from, or pick another slot.
  • Included is code to autosave every 100 overworld steps. Feel free to edit or delete it (it's right at the top).
  • Battle Challenges are NOT supported.
Customization:
  • I recommend altering your pause menu to quit to the title screen or load screen instead of exiting entirely.
    • For instance, you can change the menu text to "Quit to Title" and change scene = nil to scene = pbCallTitle, and add a SaveData.mark_values_as_unloaded right before that.
    • You should probably also add pbBGMFade(1.0) and pbBGSFade(1.0) in the same place to stop music and ambient sounds.
    • If you change screen.pbSaveScreen to screen.pbSaveScreen(true) here, it will also change the UI behavior slightly for clarity.
    • There might be some issues with returning to the menu and loading a new file which appear occasionally. I haven't solved them yet.
  • Call Game.auto_save whenever you want.
    • Autosaving during an event script will actually resume event execution when you load the game.
    • I haven't investigated if it might be possible to autosave on closing the window with the X or Alt-F4 yet.
  • You can rename the slots to your liking, or change how many there are.
  • In some cases, you might want to remove the option to save to a different slot than the one you loaded from.
Notes:
  • On the first Load, the old Game.rxdata will be copied to the first slot in MANUAL_SLOTS. It won't have a known save time though.
  • The interface to Game.save has been changed.
  • Due to the slots, alters the save backup system in the case of save corruption/crashes - backups will be named Backup000.rxdata and so on.
  • Heavily modifies the SaveData module and Save and Load screens. This may cause incompatibility with some other plugins or custom game code.
  • Not everything here has been tested extensively, only what applies to normal usage of my game. Please let me know if you run into any problems.
Future development ideas:
  • There isn't currently support for unlimited slots but it wouldn't be too hard.
  • Letting the user name their slots seems cool.
  • It would be nice if there was a sliding animation for switching files on that load screen. :)
  • It would be nice if the file select arrows used nicer animated graphics, kind of like the Bag.
  • Maybe auto-save slots should act like a queue instead of cycling around.
Older Versions:
Special thanks to thatonekriegerwriter for doing most of the work on the v20 port!
Credits
http404error
Author
http404error
Downloads
1,966
Views
7,004
First release
Last update

Ratings

5.00 star(s) 9 ratings

More resources from http404error

Latest updates

  1. Auto Multi Save for Essentials v21

    Hello everyone, by popular demand, I've ported this plugin to Essentials v21. Please report any...
  2. Version 1.3 - Fixed Ice Sliding Bug

    Fixed an issue reported by BlurzyBord where saving and reloading while sliding on ice would...
  3. Version 1.2 - Better Pause Menu support

    PokemonSaveScreen::pbSaveScreen now accepts an optional argument which you can set to true when...

Latest reviews

super cool plugin! thank you so much for updating it to v21!
I just tried this plugin out. I'm leaving a 5-star rating, because this feature is great for players that want to replay their adventure, without losing the progress they made on another file. And very useful for cycling through game play decisions during testing.
Works really really well, especially for testing stuff. However, in the 19.1 version, upon changing the menu script to quit to the title screen, the BGM of the current map will carry over into the opening credits before the title screen music cuts it off. Am I doing something wrong?
http404error
http404error
I haven't seen this issue, although in my game the music starts on the opening credits. It sounds like you want your credits to be silent until the title screen is reached, right? Perhaps you just need to add a pbBGMStop(1.0) to the "Quit to Title" code (replace the 1.0 with whatever fade time you want).
Amazing Plugin, but I encountered a bug where if you autosave while sliding on ice and reload, the player will permanently be stuck to the first frames of animation, as well as not be affected by ice tiles.
http404error
http404error
Good catch. I accidentally left out the fix for that. I'll make an update when I have a minute.
Until then, the fix is: at the start of the "step taken" event handler, add `next if $PokemonGlobal.sliding`. This just prevents auto-saving while ice sliding.
It's cool to save more than one file. It's possible to erase a file from loadbg screen with this script?
http404error
http404error
The plugin modifies PokemonLoadScreen::delete_save_data to make this possible, but you would have to create the UI for it yourself.
A very helpful plugin on its own, which also gave me the framework I needed for another feature I needed!
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