In RPG Maker, all of the game data is isolated within each save file.
This means that you can turn on a switch in one game, save the game, then load up another game, and see that the switch is still off.
However, there may be times when you want to turn on a switch in one game and have it turn on for other games as well. In particular, you might want to be able to be able to record the value of this switch during the title screen.
With this plugin, you can specify that certain data will be “synchronized”, which means if you change the value in one game, all other save files as well as the title screen will be affected as long as you save the game.
Note that data will only be synchronized during the save process. Simply turning on a switch does not mean it will be turned on everywhere else.
Plugin: download here (right-click, save-as)
Download ths plugin and place it in the “plugins” folder in your project’s “js” folder. Then open your Plugin Manager (F10), double-click an empty row, and select the HIME_SyncSaveData plugin.
Once it is in your list of plugins, turn the plugin on.
Currently, only switches and variables can be synchronized.
To synchronize switches, go to the “Control Switches” event command and select a switch. Then, rename the switches that should be synchronized with a [S] in front. For example:
[S] My Switch
When you save your game, all switches with an [S] in their name will be automatically synchronized. You can verify that the sync works when you load a different save file and check the value of the switch.
To synchronize variables, go to the “Control Variables” event command and
select a variable. Then rename the variable with a [S] in front.
[S] My Variable
By default, whenever you save or load the game, all sync data will be
automatically saved or loaded.
You can manually perform the synchronization using script calls:
This will save all of the sync data, which will be applied to any other
save file upon loading.
You can also load the sync data manually: