DeathByPiercing mentioned earlier a way to. (It involves editing a js file)
Uhmm Can you please explain this in a simplier way? xD Also how would I open a JS file? Which from these 2 should I copy? This one?
"return;" before this row: "SceneManager._scene.performAutosave();".
Or this one?
StorageManager.performAutosave = function() {
if ($gameMap.mapId() <= 0) return;
if ($gameTemp._autosaveNewGame) return;
if (!$gameSystem.canAutosave()) return;
return;
SceneManager._scene.performAutosave();
};
I can't find the lines your talking about all it says are these lines
//=============================================================================
// ConfigManager
//=============================================================================
ConfigManager.autosave = Yanfly.Param.AutosaveDefault;
Yanfly.Autosave.ConfigManager_makeData = ConfigManager.makeData;
ConfigManager.makeData = function() {
var config = Yanfly.Autosave.ConfigManager_makeData.call(this);
config.autosave = this.autosave;
return config;
};
Yanfly.Autosave.ConfigManager_applyData = ConfigManager.applyData;
ConfigManager.applyData = function(config) {
Yanfly.Autosave.ConfigManager_applyData.call(this, config);
this.autosave = config['autosave'] || Yanfly.Param.AutosaveDefault;
};
//=============================================================================
// DataManager
//=============================================================================
Yanfly.Autosave.DataManager_setupNewGame = DataManager.setupNewGame;
DataManager.setupNewGame = function() {
Yanfly.Autosave.DataManager_setupNewGame.call(this);
StorageManager.setCurrentAutosaveSlot(this._lastAccessedId);
$gameTemp._autosaveNewGame = true;
$gameTemp._autosaveLoading = false;
};
Yanfly.Autosave.DataManager_saveGame = DataManager.saveGameWithoutRescue;
DataManager.saveGameWithoutRescue = function(savefileId) {
var value = Yanfly.Autosave.DataManager_saveGame.call(this, savefileId);
$gameTemp._autosaveNewGame = false;
$gameTemp._autosaveLoading = false;
StorageManager.setCurrentAutosaveSlot(savefileId);
return value;
};
Yanfly.Autosave.DataManager_loadGame = DataManager.loadGameWithoutRescue;
DataManager.loadGameWithoutRescue = function(savefileId) {
var value = Yanfly.Autosave.DataManager_loadGame.call(this, savefileId);
$gameTemp._autosaveNewGame = false;
$gameTemp._autosaveLoading = true;
StorageManager.setCurrentAutosaveSlot(savefileId);
return value;
};
//=============================================================================
// StorageManager
//=============================================================================
StorageManager.getCurrentAutosaveSlot = function() {
return this._currentAutosaveSlot;
};
StorageManager.setCurrentAutosaveSlot = function(savefileId) {
this._currentAutosaveSlot = savefileId;
};
StorageManager.performAutosave = function() {
if ($gameMap.mapId() <= 0) return;
if ($gameTemp._autosaveNewGame) return;
if (!$gameSystem.canAutosave()) return;
SceneManager._scene.performAutosave();
};
//=============================================================================
// Game_System
//=============================================================================
Yanfly.Autosave.Game_System_initialize = Game_System.prototype.initialize;
Game_System.prototype.initialize = function() {
Yanfly.Autosave.Game_System_initialize.call(this);
this.initAutosave();
};
Game_System.prototype.initAutosave = function() {
this._allowAutosave = true;
};
Game_System.prototype.canAutosave = function() {
if (this._allowAutosave === undefined) this.initAutosave();
return this._allowAutosave;
};
Game_System.prototype.setAutosave = function(value) {
if (this._allowAutosave === undefined) this.initAutosave();
this._allowAutosave = value;
};