I don't have a manual save feature and instead autosave on each map's autorun script. I also skip the load screen when the game opens up, so I have a conditional in the new game script to load from slot 1 if there is a save file there. When it does load, though, it loads the game up but ignores all other commands after that (a show value(0) command is in there to be sure).
plotscript, new game, begin
if(save slot used(1)) then(
load from slot(1)
show value(0)
fade screen out
suspend player
initialize stuff
fade screen in
teleport to map(1,7,4)
wait(1)
fade screen in
resume player
exit script
)
suspend player
opening words
initialize stuff
wait(4)
resume player
end
Does load from slot(slot) exit the script it's in or do I need to order things differently?
With the current script interpreter it should be pretty trivial to not kill the scripts. But with the new interpreter it'll be more complex, because it'll be aware of every slice handle, npc reference, etc, and those all need to be invalidated. Still, shouldn't be too big a task.
I guess not killing all scripts could be useful, but is it really more than just a small convenience?
Ah, well the new interpreter sounds better than simply being able to not kill scripts. I'll try to think of something else for next HotOhr's feature request.
;D
Last edited by Spoonweaver on Sun Aug 16, 2015 4:25 pm, edited 1 time in total.