Xifanie made this guide a while ago and I posting it here so it doesn't get lost.
Save/Formation screens
This is a little guide to help you control the formation/save screens after events.
The ATTACK.OUT portion would be applied to the last event slot;
- 2nd, after the setup, in a normal event
- For battles, during the victory event
The event instructions are usually at the very end of the event, right before EventEnd()
LEGEND
@ = Attack Out
???? = Scenario setup ID
No Save/Formation
@ Go to next scenario [scenario setup ID]
-no- ZERO/ADD(x0055)
-no- CallFunction(x06)
Save Screen
@ Go to next scenario [scenario setup ID]
CallFunction(x06)
-no- ZERO/ADD(x0055)
Formation
@ Go to world map
ZERO(x0055)
ADD(x0055,x????)
-no- CallFunction(x06)
Save Screen + Formation
@ Go to world map
ZERO(x0055)
ADD(x0055,x????)
CallFunction(x06)
Save party (Inside a dark screen)
DisplayConditions(x07,060)
WaitForInstruction(x38,x00)
Good job Elric
It was Xifanie who compiled this info. She is the one to thank. I only posted it so it didn't get lost.
A little info to add at a glance:
After using CallFunction(x06), the game will return to the event (with no music, since the music was killed for the save screen music). Seems to be mildly glitchy afterwards (putting units in the wrong place)? Basically, you don't want to use this except towards the end of your event, with your screen blackened out.
However, if you load the save you made, the game doesn't run any more of the event. Instead, it tries to act accordingly depending on what the event was set to do.
If the ATTACK.OUT scenario or event instruction PostEvent is telling the game to return to the world map, then that's what will happen - and, of course, if var x55 was set to a value, the game will pop the Formation screen open and then go directly into the event.
However, if the game was told to run the next scenario, it will take the value that var x27 (Current Event) had at the time of the CallFunction, add one to it, and run that event.