I'm new. I've so far written exactly 1 scripts, but they is a good one, in my estimation, and I would like to continue writing them, it. I think I've got a handle on local effects, things that I can keep contained to one screen. And I think I know how to handle farther-reaching effects, without using the boss key tricks of old. What I'd like to know is: how easily can I write directly to a save state using this ZScript? Is there a method for me to write global variables directly, or do I have to use a workaround like giving special nonfunctional items to the player (like a map/compass/key for DMap 208)?
Permanence (Writing to Save States)
Started by
Professor Snugglesworth
, Dec 12 2008 11:04 AM
3 replies to this topic
#1
Posted 12 December 2008 - 11:04 AM
#2
Posted 12 December 2008 - 11:19 AM
Urm.
I don't quite get what you mean by 'Save States', but if you declare a variable globally it'll be accessable by all scripts, and will save when you restart the game.
Except global arrays don't save properly at the moment.
But that's just a bug, so it'll get fixed sometime soon hopefully.
I don't quite get what you mean by 'Save States', but if you declare a variable globally it'll be accessable by all scripts, and will save when you restart the game.
Except global arrays don't save properly at the moment.
But that's just a bug, so it'll get fixed sometime soon hopefully.
#3
Posted 12 December 2008 - 11:23 AM
Well, that's more or less precisely what I meant. So the global variables only initialize when I first start the quest, and after that, they're always declared, yes? Good to know.
#4
Posted 12 December 2008 - 11:36 AM
Yes, that's correct.
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