internal static void suspend_load_fail(Scene_Base old_scene) { Game_System.play_se(System_Sounds.Buzzer); Game_Actors = null; Game_System = new Game_System(); Player = null; Game_Map = null; Scene = old_scene; if (Scene.scene_type != "Scene_Title") { scene_change("Scene_Title"); } }
public static void change_to_new_scene(string scene) { switch (scene) { case "Start_Game": case "Scene_Worldmap": string chapter_id = ""; if (scene != "Start_Game") { // Returning to the world map after beating a chapter if (Global.map_exists) { // Game_System.chapter_id ? //@Yeti chapter_id = game_state.chapter_id; } } Scene = new Scene_Worldmap(chapter_id); Game_System.Chapter_Save_Progression_Keys = new string[0]; break; case "Scene_Save": Scene = new Scene_Save(); break; case "Scene_Map": Battler_Content.Unload(); Scene = new Scene_Map(); break; #if !MONOGAME && DEBUG case "Scene_Map_Unit_Editor": Scene = new Scene_Map_Unit_Editor(); break; #endif case "Scene_Battle": Scene = new Scene_Battle(); break; case "Scene_Staff": Scene = new Scene_Staff(); break; case "Scene_Dance": Scene = new Scene_Dance(); break; case "Scene_Arena": Scene = new Scene_Arena(); break; case "Scene_Promotion": Scene = new Scene_Promotion(); break; #if DEBUG case "Scene_Test_Battle": Scene = new Scene_Test_Battle(); ((Scene_Action)Scene).initialize_action(Game_System.Arena_Distance); break; #endif case "Scene_Title_Load": Scene = new Scene_Title(true); break; case "Scene_Title": Scene = new Scene_Title(false); break; case "Scene_Class_Reel": Scene = new Scene_Class_Reel(); break; } }