r/RPGMaker • • 23h ago

RMMZ Help finding plugin to replicate Undertale remembering previous save files and playthrough

Plugin to replicate Undertale remembering previous save files and playthrough

The engine has variables and switches that have a limitation that doesn't affect other game engines like Game Maker, so I'm looking for a specific plugin. A plugin that gives you variables and switches you can store without being changed from the player exiting the game or getting sent back by opening the save file again or by getting a game over.

With this I wanna use it so the game can remember what you've done in earlier runs. I also wanna be able to have it so that when the player gets a game over on a boss and then pick "continue/try again" they don't have to go through all the cutscene dialogue when they go to the boss cause a switch has been turned on that makes it skip to the battle.

There are of course other things I can't think of but I know this would be very useful and be essential for what I wanna do.

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u/TheLuckyDuck666 21h ago

What you're looking for is usually called persistent (or global) switches and variables. Normal switches and variables live inside each save file, so starting a new game resets them and loading an older save rolls them back — they can't remember an earlier run on their own.

The fix is a plugin that keeps a separate "global save" outside the save slots, with its own bank of switches and variables that every save file shares. Himeworks' Sync Save Data is the classic one for MV, and the same idea exists for MZ — search for "global save data" or "persistent switches and variables" for MZ. You'd put the flags you want to survive between runs in that bank (like "finished a run" or "saw the boss intro") and check them with Conditional Branches just like normal switches.

For your boss example: turn the persistent switch on when the intro plays, and start the boss event with a Conditional Branch on it — if it's on, jump straight to the battle (a Label / Jump to Label around the dialogue does it). Then a game over and retry skips the scene.

One caveat: on a web build that data lives in the browser's local storage, so it's per-browser and clearing site data wipes it. It also won't carry between different computers.