@Rhuan I do that at the beginning of the game already. MapEngine("Start.rmp", 60);
4. For each some_map.rmp, make a new script file scripts/maps/some_map.js
I've been reading about persist.js on the wikiQuote4. For each some_map.rmp, make a new script file scripts/maps/some_map.jsMy understanding of that is, I would have to make some_map.js for every map I have already created. That would also mean that the individual map rmp file would effectively be codeless. Then I would be able to have different variables on a per map basis, like enemies or items or what not. In the process, reducing the number of global variables needing to be created. Is that correct? or am I misunderstanding how persist.js functions?
I think I got stuck inside the dungeon for a few months too...