#Not Important
All hail the wishmaker
- 910
- Posts
- 4
- Years
- He/Him
- Hoenn
- Seen Jul 22, 2023
For me, it was a pain having to save my game each time I had to shut the console down...
So, I made this script:
Tell me if you have any errors!
So, I made this script:
Code:
#------------------------------------------------------------------------------#
#==============================================================================#
# #
# Autosave Script #
# By #Not Important #
# #
#==============================================================================#
#------------------------------------------------------------------------------#
#==============================================================================#
# #
#It is a very simple script, if the player moves, the game is saved #
# #
#==============================================================================#
#------------------------------------------------------------------------------#
class Game_Player < Game_Character #It is handled as a Game_Player < Game_Character
def move_down(turn_enabled = true)#Extension
turn_down if turn_enabled
if passable?(@x, @y, 2)
return if pbLedge(0,1)
return if pbEndSurf(0,1)
turn_down
@y += 1
$PokemonTemp.dependentEvents.pbMoveDependentEvents
increase_steps
else
if !check_event_trigger_touch(@x, @y+1)
if !@bump_se || @bump_se<=0
pbSEPlay("Player bump"); @bump_se = 10
end
end
end
pbSave #Saves the game if the player has moved down
end
def move_left(turn_enabled = true)
turn_left if turn_enabled
if passable?(@x, @y, 4)
return if pbLedge(-1,0)
return if pbEndSurf(-1,0)
turn_left
@x -= 1
$PokemonTemp.dependentEvents.pbMoveDependentEvents
increase_steps
else
if !check_event_trigger_touch(@x-1, @y)
if !@bump_se || @bump_se<=0
pbSEPlay("Player bump"); @bump_se = 10
end
end
end
pbSave #Saves the game if the player has moved left
end
def move_right(turn_enabled = true)
turn_right if turn_enabled
if passable?(@x, @y, 6)
return if pbLedge(1,0)
return if pbEndSurf(1,0)
turn_right
@x += 1
$PokemonTemp.dependentEvents.pbMoveDependentEvents
increase_steps
else
if !check_event_trigger_touch(@x+1, @y)
if !@bump_se || @bump_se<=0
pbSEPlay("Player bump"); @bump_se = 10
end
end
end
pbSave #Saves the game if the player has moved right
end
def move_up(turn_enabled = true)
turn_up if turn_enabled
if passable?(@x, @y, 8)
return if pbLedge(0,-1)
return if pbEndSurf(0,-1)
turn_up
@y -= 1
$PokemonTemp.dependentEvents.pbMoveDependentEvents
increase_steps
else
if !check_event_trigger_touch(@x, @y-1)
if !@bump_se || @bump_se<=0
pbSEPlay("Player bump"); @bump_se = 10
end
end
end
pbSave #Saves the game if the player has moved up
end
end