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This code forces a save rather than asks if you want to save.
add to end of file:
void Script_ForceSaveGame(struct ScriptContext *ctx) { SaveGame(); ShowSaveInfoWindow(); gMenuCallback = SaveCallback; sSaveDialogCallback = SaveSavingMessageCallback; }
.macro forcesave callnative Script_ForceSaveGame waitstate .endm
To use, add forcesave to your script (and release if your script doesn't already have it).
forcesave
release
code script for the example in the gif:
LittlerootTown_EventScript_TownSign:: msgbox LittlerootTown_Text_TownSign, MSGBOX_SIGN forcesave release end