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Variable must now be explicitly marked as persistent
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11 changed files with 384 additions and 106 deletions
13
anselme.md
13
anselme.md
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@ -214,6 +214,8 @@ Set some code that will be injected at specific places in all code loaded after
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* `"function return"`: injected at the end of each return's children that is contained in a non-scoped function
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* `"checkpoint start"`: injected at the start of every checkpoint
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* `"checkpoint end"`: injected at the end of every checkpoint
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* `"class start"`: injected at the start of every class
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* `"class end"`: injected at the end of every class
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* `"scoped function start"`: injected at the start of every scoped function
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* `"scoped function end"`: injected at the end of every scoped function
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* `"scoped function return"`: injected at the end of each return's children that is contained in a scoped function
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@ -248,9 +250,14 @@ Define functions from Lua.
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Save/load script state
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Only saves variables full names and values, so make sure to not change important variables, checkpoints and functions names between a save and a load.
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Also only save variables with usable identifiers, so will skip functions with arguments, operators, etc. (i.e. every scoped functions).
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Loading should be done after loading all the game scripts (otherwise you will "variable already defined" errors).
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Only saves persistent variables' full names and values.
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Make sure to not change persistent variables names, class name, class attribute names, checkpoint names and functions names between a
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save and a load (alias can of course be changed), as Anselme will not be able to match them to the old names stored in the save file.
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If a variable is stored in the save file but is not marked as persistent in the current scripts (e.g. if you updated the Anselme scripts to
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remove the persistence), it will not be loaded.
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Loading should be done after loading all the game scripts (otherwise you will get "variable already defined" errors).
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Returns this VM.
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