Thanks for the quick responses guys!
coyotecraft":1m9m5ofo said:
Won't the game need to remember which save slot its using? Maybe an auto-save file?
Or you could just go to the load screen and let the player choose.
Great questions. I'm using a global variable to determine which save slot it needs to load. I'm only using 3 total, but as soon as you select a save file, that's the same file it'll save over the entire game, ala Zelda. What I'm trying to do does work if I refer the player back to the load screen, but I wanted it to automatically load the file without taking the player back to the file select screen.
ZenVirZan":1m9m5ofo said:
You could just set a global variable in Scene_Load which tells you which slot was selected - then you can call it anywhere you want to load the correct file.
As for your load code, it looks fine to me. That is literally just Scene_Load without the interface, and there's no real way to get any closer considering it runs the same important stuff Scene_Load runs natively.
If custom scripts are causing a problem, try having a look at any aliases / rewrites (hopefully none of those) of Scene_Load, and see if they're doing anything important.
It's strange, because when I go through Scene_Load and the player actually selects the file to load, I don't get the same bugs I get when using my call script. The call script is interfering with a fotz's pixel-based movement script (won't load the caterpillar actors on reload) and is also giving issues w/ Heretic's compass script, both of which alias Scene_Load. When I use
Scene_Load.new.on_decision('Save1.rxdata')
does it access the stuff that's been aliased from other scripts? If not, is there a way around this?