Not sure if anyone will be able to answer this, but I currently have combat setup in its own scene.
To start combat, I set a few variables then start combat like this:
*gosub_scene db_enemies veteran_guard
*gosub_scene combat combat_start
This works fine, and eventually when combat ends, I set a few variables like “combat_result” and call *return which takes me back to the original place where I called *gosub_scene.
No issues in testing, however I got thinking about compiled games and realized that the subroutine stack probably doesn’t get saved, so if someone closed the game within combat, it would likely break.
Does anyone know if that is actually the case?
Will the stack get saved and continue to function, or should I use a different method to enter and exit combat?
Using *gosub_scene is certainly the simplest way, but I could also save the scene and label before combat, then use *goto_scene to enter and exit. (But temps are lost)
It’s probably also possible to use the new checkpoint system to hack something together, but I would prefer to avoid wasting it like that. (Since using it this way would prevent me from using it the intended way)