Quicksave/Quickload MV
A downloadable playtest accelerator
This plugin makes saving and loading (to/from a number of new "quicksave" slots) available as globally as possible, through a single keyboard key press.
The keys are configurable and by default bound to the number keys (NOT keypad) for saving and Ctrl+number keys for loading.
Quicksaving currently increases the save count (for Event script conditions).
Let me know if this is an issue for you and I'll try to add a workaround.
The key bindings are inactive outside of playtesting.
What you can do with this
This plugin is intended to speed up playtesting of various branch conditions. You can press one of the quicksave slot keys at any time to (try to) create a quicksave.
Press Ctrl and the slot key at any time while playtesting to load the quicksave. When a quicksave is loaded, the game will automatically navigate through the title screen and load the game from the hidden quicksave slot.
Sounds
The following (System) sounds are used by this plugin to indicate operation:
- Save
saving successful - Cancel
saving unavailable - Load
loading successful - Miss
tried to load, but slot empty, or
tried to save, but no game to save - Buzzer
error while saving or loading
(Load success and failure sounds are played through Scene_File
.)
Commands
This plugin does not expose a plugin command API.
JavaScript API
This plugin does not expose a JavaScript API.
Parameters
Use the Slot key names parameter to adjust the key each quicksave slot is bound to, and with that also the number of usable quicksave slots.
See MDN for a list of possible key names.
(In the KeyboardEvent.key
column, but without quotes when adjusted through RPG Maker's editor GUI.)
If a key is bound to multiple quicksave slots, then only the first of those slots is accessible.
Limitations
Creating quicksaves is disabled when manual saving is otherwise deactivated (but is possible in combat).
Quicksave slots do not use backups and may break in rare circumstances.
(Simply quicksave over the affected slot again in this case.)
The check that ensures only saves belonging to the same game are loaded is stubbed out only for quicksaves, so it's possible to load incompatible saves from quicksave slots while playtesting.
Compatibility Notes
This plugin was tested on RPG Maker MV 1.6.2, uses only the public RPG Maker API as far as possible, and does not use any platform-specific APIs.
This plugin should be compatible with any deployment target available for RPG Maker MV, including web and most custom ones.*
Quicksave/Quickload is mindful of other plugins and should, regardless of load order, load quicksaves cleanly. Please tell me about cases where this isn't the case and I'll see what I can do.
When in doubt, load this plugin late (towards the end of your plugin list).
* If you develop on Windows and deploy for Linux, you must first update the NW.js runtime in the nwjs-lnx folder to at least version 0.29.4 (to match other targets, but ideally use the newest stable version)! You can find more information and a tutorial for this here. It's fast, easy, and also fixes many other problems for your players.
Status | Released |
Category | Assets |
Author | Tamschi |
Made with | RPG Maker |
Tags | playtest, plugin, rmmv, RPG Maker |
Average session | A few seconds |
Languages | English |
Inputs | Keyboard |
Accessibility | Configurable controls |
Links | Imprint / Impressum, Support |
Purchase
In order to download this playtest accelerator you must purchase it at or above the minimum price of $5 USD. You will get access to the following files:
Comments
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Is there a way to enable this outside of playtesting, and rebind to the F5/F8 keys?
There is a commented-out
debugOnly
plugin parameter definition in the source code, below the usual header. You can copy that below the one forslotKeys__
(mind the start of the lines, you’ll have to replace//
with*
) and set it to OFF.That said, this will most likely break something and/or introduce glitches in practice. This plugin really doesn’t have enough safeguards to use it in production.
In theory you can adjust the
checkStop
function to block normal behaviour of the function keys (though I’m not sure you can prevent a reload on F5 that way) and changeonKeyUp
to check for the function keys instead of the slot keys.Overall though, this is all unsupported. If you were looking for a quicksave/quickload plugin to use in a released game, I wouldn’t recommend mine unless you can edit it yourself to avoid glitches. I can request a refund in case this isn’t what you were looking for.
No no, thats fine! It will still be useful if I can't find anything else appropriate :) thank you!
Much appreciated 😊
A small request: I’m looking for feedback on the default bindings for this plugin.
Is it okay to take over the entire numbers row?
Is it convenient to load with
Ctrl+key
, or would you rather use that combination for saving and load with one button?Please let me know what you think.