Note sure if I understand you right. Can you elaborate a bit?
If I understood your post before, local object's variables are forever kept in the save file once they are added, even after the player leaves their level. Yet, the variables reinitialize on level load. So, if the object has a script with an event like this:
EVENT OneshotEvent
VARS
INT: _Flag = 0
ON
OnInit()
ACTIONS
IF "c1"
IsEqual(_Flag, 0)
THEN
Set(_Flag, 1)
CallFunction("DoSomething")
ENDIF
The function will potentially be called more than one time, because _Flag will reinitialize to zero, even though the game may have saved _Flag as 1. This would even be the case if _Flag was instead %Flag--defined as a global variable instead.
From my testings this only applies to the character's BEHAVIOUR
Thanks for the clarification!
Thanks for the Destroy hint. I regarded it for testing and, indeed, it makes a big difference!
Looking forward to the post

I have a system in place within Epic Encounters to take advantage of this--deleting characters who have died during combat-- but I was afraid to start deleting creatures on a broad scale due to the potential for deleting an NPC that would be used in some way after death. As a trial, I instead set them OffStage, and there haven't been any bug reports with just that for a couple months.
That is correct! And it's still the same in DOS2.
Hey Tinkerer

Thanks for the confirmation!