Last I checked, the game I'm modding was compiled* using Game Maker 8.0
So for a little set up, here is my situation. There's a game out there which has a box in which you can enter a string and it executes it. I decided to try and mod the game through use of this cheat box along with some other objects which execute strings and whatnot.
In general, this is all essentially powered by the built-in function 'execute_string'. My main problem is that as far as I know one cannot pass arguments to these executed strings, which is essential to anything complicated** I might wish to do.
I know there is a similar function called execute_script which allows for argument parameters to be passed into the code being executed. However, adding scripts as rescources is one of the many things that get "flushed" out of memory when saving/loading using the default save system. I am definitely not interested in reloading code from files on the fly and I don't want to make my own save system (which would still require code to be loaded from files) as I would prefer to basically have to use a save file and a few 3D model/image files to send the mod to anyone else who might be interested in it. I could also send the raw source, but regardless I don't want a lot of unstable resource manipulation.
So basically, is there a way for me to pass arguments into the code being executed with "execute_string" without having to implement my own function stack memory space and do the pushing and popping of arguments manually?
*The game was made many years ago in game maker 6.0. I believe it was recompiled for efficiency purposes.
**For instance, a very common technique to make some more complicated enemies or buildings is to make your own dynamic memory allocator using an array as a virtual memory space and use the interfaces of raw memory allocation to build lists and trees or whatever else you need. That is definitely something which requires a lot of different function calls.