BazSaveLoadDetectedCondition
A maker friendly condition that turns true right after the game saves or loads. Good for a “Saved!” popup, an autosave flash, or setup that should run the moment a load finishes. Pick Save or Load from one dropdown and you’re set.
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DOWNLOAD:
BazSaveLoadDetectedCondition.gd (5.5 KB)
Requirements
AGMaker 1.3.0+
Installation
- Download
BazSaveLoadDetectedCondition.gd(attached below). - Drop it into your project’s
custom_conditions/folder. If that folder doesn’t exist yet, create it at the project root. A subfolder likecustom_conditions/save_load/is fine. - That’s it. It’ll show up in the Add Condition dialog under the Save Data / セーブデータ group. Nothing to enable.
What it does
Gives you a transition condition that fires right after a save or load completes. There’s no built in check for that otherwise.
- Detect Type. Choose what to watch for. Save turns true right after a save completes and Load turns true right after a load completes.
- Detect Window. How long in seconds the condition stays true after the event. The default 0.2s is a short pulse, long enough that a Load still gets caught after the scene reloads and your object spawns back in.
- Works on any object. The save and load event is global, so any object’s transition can react to it no matter who triggered the save.
- Self contained and shareable. One file, no autoload, no Project Settings, nothing extra to manage. It spawns and cleans up everything it needs at runtime.
How to use
Add the condition to a transition on any object, then point Detect Type at Save or Load. Leave Detect Window at the default unless an event slips through, then nudge it up.
Example, a “Saved!” popup: SaveGameData action → a transition with this condition set to Save → a state that shows your “Saved!” text and then transitions back.
Example, setup right after a load: gate a setup state behind this condition set to Load and run your one time work there, like repositioning the camera, refreshing a HUD, or playing a sound.
Tips
- Bump the window if a Load gets missed. Loading reloads the scene, so your object can spawn a fraction of a second after the load fires. A bigger window like 0.3s to 0.5s gives the new object time to catch it.
- Keep it short for Save. The object is already alive when you save, so the 0.2s default fires cleanly without lingering true.
- It’s a pulse, not a flag. Pair it with a follow up transition that leaves the state once your popup or setup is done, since the condition only stays true for that brief window.
- One condition covers both events. No need for separate Save and Load plugins, just switch the Detect Type.
