​Announcement - Possible update


SavedTeleports, now it's finished is now on hold, and other than tutorial video for this, I'm mostly back to my translation plugin.
I've come with another idea for this plugin, which is quite related to most of my in-dev plugins: external files.

If I get support for this, I want to update this plugin, adding a "global" list of named teleports. That way, instead having to use "Save Teleport" command in every save file, you can have a list, that will be available for every save file at any time. You still need to use "Transfer" or "Link Transfer" to go there, it's just you won't have to worry to know if you already saved it or not, as it will be in a saved file.

How would that work?
Well, I'm thinking of making a file, let's say for example "ME_Teleports.json", on data folder. This would contain the same information as when you save your teleports, a unique name, XY coords, and so on. This list would be read immediately on start menu, so from "New Game" or "Continue", they would already be added into the game. You can still save teleports the way you do now, and the fun part: If you overwrite a named teleport in the list, it would get only saved for that save file. 
Let's say for example: In the sims, everyone has a named teleport "Home" that takes them home. The thing is, the house you load is not the same in every game.
Or a better example in Sims4. Mostly all neighbourhoods have a town hall, but not every save file is on the same neighboorhood. By default you might want to have Willow Creek's town hall saved as "Town Hall", and another save file plays in Windenburg! This way, Winderburg will have their "Town Hall" teleport into their proper town hall, while if the player didn't go through "Save" command, they'll go to Willow Creek's instead.
These examples can be done on current version, but it would require running "Save Teleport" early in the game, and you only have the script call to know if that exists at all.

Files

Demo
External
Apr 09, 2022
Plugin 6 kB
Apr 09, 2022

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