When message stretch is missing in the savegame use the default value from the database
MODIFY
generator/csv/fields.csv
generator/csv/fields.csv
@@ -706,7 +706,7 @@ SaveTitle,face4_id,f,Integer,0x1C,0,int: face id
SaveSystem,screen,f,Integer,0x01,1,
SaveSystem,frame_count,f,Integer,0x0B,0,
SaveSystem,graphics_name,f,String,0x15,'',string
-SaveSystem,message_stretch,f,Integer,0x16,0,Integer
+SaveSystem,message_stretch,f,Integer,0x16,-1,Integer
SaveSystem,font_id,f,Integer,0x17,0,Integer
SaveSystem,switches_size,f,Integer,0x1F,0,
SaveSystem,switches,f,Vector<Boolean>,0x20,,

MODIFY
src/generated/rpg_savesystem.h
src/generated/rpg_savesystem.h
Binary files a/src/generated/rpg_savesystem.h and b/src/generated/rpg_savesystem.h differ

MODIFY
src/rpg_fixup.cpp
src/rpg_fixup.cpp
@@ -127,6 +127,9 @@ void RPG::SaveSystem::Fixup() {
if (item_se.name.empty()) {
item_se.name = system.item_se.name;
}
+ if (message_stretch == -1) {
+ message_stretch = system.message_stretch;
+ }
}
void RPG::SaveMapInfo::Fixup(const RPG::Map& map) {

When message stretch is missing in the savegame use the default value from the database