Sync Save Data

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.

Synchronize Switches

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.


Synchronize Variables

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


Manual Synchronization

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:


You may also like...

82 Responses

  1. Anonymous says:

    Hi thanks! This may work for a Post-game content option I’m trying to do! I can contact you with my game when it’s finished, but it’ll be a good ways from now.

  2. Anonymous says:

    idk if ull see this but ive noticed even with the datamanage.syncdata that it still wont load my synced switches on the title screen

  3. Anonymous says:

    I am trying to make custome save/load system.. 9With Choices) so i use these commands:

    Save =
    //if (DataManager.saveGame(1)) {
    // StorageManager.cleanBackup(1); }

    Load =
    //if (DataManager.loadGame(1)) {
    //$gamePlayer.reserveTransfer($gameMap.mapId(), $gamePlayer.x, $gamePlayer.y);
    // $gamePlayer.requestMapReload();
    //SceneManager.goto(Scene_Map); }

    Is this plugin OK for these Commands.. I cant make it to work!

  4. Anonymous says:

    I am trying to make custome save/load system.. 9With Choices) so i use these commands:

    Save =
    if (DataManager.saveGame(1)) {
    StorageManager.cleanBackup(1); }

    Load =
    if (DataManager.loadGame(1)) {
    $gamePlayer.reserveTransfer($gameMap.mapId(), $gamePlayer.x, $gamePlayer.y);
    SceneManager.goto(Scene_Map); }

    Is this plugin OK for these Commands.. I cant make it to work!

  5. Anonymous says:

    Is there a way i can only effect 1 saveslot instead of all?

  6. duybakhiast says:

    Make this for VX Ace,please !!!!

  7. hee says:

    Great! I have difficulty using it because I do not know English, but I will use it really useful.
    This used a translator. Thank you for your effort.

  8. Christian Selberg says:

    OMG! i could make an achievement system just based on this! just have a switch condition turn on if lets say if variable 100 zombies killed, zombie hunter achievement gained, and on next game have condition string before game start if certain achievement is earned, the player gains a skill against zombies or something like that and make more conditions running depending on if its on or not or so.. x)

  9. Phoenix says:

    This might sound like a stupid question…but will this script work on RPG Maker VX Ace?

  10. Trak says:

    Hey, I just wanted to ask, is there any way to force the game to synchronize the Save without saving the game data?
    Like through a script command of sorts?

    • Hime says:

      You can try the script call


      It is basically what I use during the save process.

      • Trak says:

        I uh, tried that.

        I doesn’t crash with a script error, but upon resetting the game the Variable I have set up for testing purposes resets back to 0.
        It does have the prefix too.

  11. Anonymous says:


  12. EGT Games says:

    Thank you, I’ve been looking for a way to have a NG+ feature but everything I came across was really poor, or didn’t work at all. This works great, and seems really stable.


Leave a Reply

Your email address will not be published. Required fields are marked *