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Hi, thank you for bringing this to my attention. I believe it may be due to how RPG Maker default code queues common events, using a temporary object that is not part of save data. This means if a save occurs before the event can start running, the queued event will be lost.

Under normal RPG Maker circumstances you probably don't run into this issue, but when something gets queued right at the end of battle when it can't run and then an autosave occurs you notice it.

I will look at what I need to do to these battle common events to make sure they run after loading an autosave.

It would be amazing if you could figure out a method! It would have sounded like an edge case to me, but when I sent my game to players some started immediately using autosaves and running into problems due to the lack of post-battle events (which your plugin is otherwise handling very well).

Hey, just following up to say that I have a solution. Because I'm using another plugin to manage autosaves, the problem can be solved by:

1) Turning off autosaves after battles.

2) Adding a manual autosave to the common event from your plugin.

I think anyone could also solve the problem by adding "SceneManager._scene.requestAutosave()" to the bottom of their common event, as it would overwrite the first autosave. I hope this helps anyone with the same issue!

Thank you for all your plugins, Casper. ^-^

It sounds like your solution would work, but did the update to this plugin from last night not fix it?😅 

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Oh dang, I didn't see it because we were apparently working at the same time! Well, devs should be extra covered now. Thanks for your work!

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No problem, I am glad you got it working 😁