Можно вкрутить скрипт автосохранения. И после прохождения уровня он будет сохранять прогресс.Код:#=============================================================================== # # DT's Autosave # Author: DoctorTodd # Date (06/22/2012) # Version: (1.0.0) (VXA) # Level: (Simple) # Email: Todd@beacongames.com # #=============================================================================== # # NOTES: 1)This script will only work with ace. # #=============================================================================== # # Description: Saves the game when transferring the map, before battle, # and opening the menu (all optional). # # Credits: Me (DoctorTodd) # #=============================================================================== # # Instructions # Paste above main. # Call using Autosave.call # #=============================================================================== # # Free for any use as long as I'm credited. # #=============================================================================== # # Editing begins 37 and ends on 50. # #=============================================================================== module ToddAutoSaveAce #Max files (without autosave). MAXFILES = 2 #Autosave file name. AUTOSAVEFILENAME = "Autosave" #Autosave before battle? AUTOSAVEBB = false #Autosave when menu opened? AUTOSAVEM = false #Autosave when changing map? AUTOSAVETM = false end #============================================================================== # ** Autosave #------------------------------------------------------------------------------ # This module contains the autosave method. This is allows you to use the # "Autosave.call" command. #============================================================================== module Autosave #-------------------------------------------------------------------------- # * Call method #-------------------------------------------------------------------------- def self.call DataManager.save_game_without_rescue(0) end end #============================================================================== # ** DataManager #------------------------------------------------------------------------------ # This module manages the database and game objects. Almost all of the # global variables used by the game are initialized by this module. #============================================================================== module DataManager #-------------------------------------------------------------------------- # * Maximum Number of Save Files #-------------------------------------------------------------------------- def self.savefile_max return ToddAutoSaveAce::MAXFILES + 1 end end #============================================================================== # ** Scene_Map #------------------------------------------------------------------------------ # This class performs the map screen processing. #============================================================================== class Scene_Map < Scene_Base #-------------------------------------------------------------------------- # * Preprocessing for Battle Screen Transition #-------------------------------------------------------------------------- def pre_battle_scene Graphics.update Graphics.freeze @spriteset.dispose_characters BattleManager.save_bgm_and_bgs BattleManager.play_battle_bgm Sound.play_battle_start Autosave.call if ToddAutoSaveAce::AUTOSAVEBB end #-------------------------------------------------------------------------- # * Call Menu Screen #-------------------------------------------------------------------------- def call_menu Sound.play_ok SceneManager.call(Scene_Menu) Window_MenuCommand::init_command_position Autosave.call if ToddAutoSaveAce::AUTOSAVEM end #-------------------------------------------------------------------------- # * Post Processing for Transferring Player #-------------------------------------------------------------------------- def post_transfer case $game_temp.fade_type when 0 Graphics.wait(fadein_speed / 2) fadein(fadein_speed) when 1 Graphics.wait(fadein_speed / 2) white_fadein(fadein_speed) end @map_name_window.open Autosave.call if ToddAutoSaveAce::AUTOSAVETM end end
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