How difficult would it be to create an autosave function that runs whenever the player enters a new room?
Ideally, it would always replace the previous autosave file and be located at the top of the restore window with the name "autosave"
I'm looking in the Game script and found the Save method, but I'm not sure how to call this method without producing a window. I'd like this to go on "behind the scenes," as it were.
(method (save &tmp [strDescBuf 20] gameNum oldCursor hSound)
(Load rsFONT gSaveRestoreFont)
(Load rsCURSOR gLoadingCursor)
(= oldCursor (self setCursor: gNormalCursor))
(= hSound (Sound pause: 1))
(if (GetSaveDisk TRUE)
(if gPrintDlg (gPrintDlg dispose:))
(= gameNum (Save doit: @strDescBuf))
(if (!= gameNum -1)
(= oldCursor (self setCursor: gLoadingCursor 1))
(if
(not (SaveGame objectName gameNum @strDescBuf gVersion))
(Print
{Your save game disk is full. You must either use another disk or save over an existing saved game.}
#font
0
#button
{OK}
1
)
)
(self setCursor: oldCursor (HaveMouse))
)
(GetSaveDisk FALSE)
)
(Sound pause: hSound)
)
Not having a feature like this isn't a big deal and I place a low priority on implementing it, but it certainly would be nice!
I'm going to experiement with this bit of code here, but if anyone has better ideas or guiding thoughts, let me know.
(SaveGame objectName gameNum @strDescBuf gVersion))