@bradhal Just a thought, if you intend to do quite a bit of *goto_scene jumping backwards & forwards between different scene files, it may be worth including something like a “return_to_scene” string variable in mygame.js, intended to carry such as a scene name. You can leave it blank to begin with, using double quotes:
,return_to_scene: ""
Then, for example, if jumping to chapter4 from chapter1, but you actually want to return to chapter1 in this instance, before the *goto_scene chapter4 you would:
*set return_to_scene "chapter1"
At some point in chapter4 you would then need to add a label section roughly as follows, to handle the return to the correct (originating) scene name.
*label redirect
*if return_to_scene = "chapter1"
*goto_scene chapter1
*if return_to_scene = "chapter2"
*goto_scene chapter2
*if return_to_scene = "chapter3"
*goto_scene chapter3
(etc)
With that you would be able to return to the exact scene from whence you came.
Of course, at the very start of chapter1 you would then need to add additional scripting to determine what to do if the game returned here from another chapter, rather than being a new game (or loaded sequentially via the sceneNavigator). For example:
*if return_to_scene = "chapter1"
*set return_to_scene ""
*goto specific_label
Note that there’s also no reason why you could not also define a “return_to_label” string variable as well, set that accordingly before the jump from chapter1 to chapter4, and upon returning to chapter1 it would use *if conditions in place of that *goto specific_label line above, in order to now jump to the exact required label in chapter1.
(N.B. All credit to @Reaperoa for the original design of this scene-jump-return system, just to make up for ninja-ing him earlier in the thread.
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