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Novelty forum • View topic - Countering the reset of global variables after re-start.
Page 1 of 1

Countering the reset of global variables after re-start.

PostPosted: Wed Sep 14, 2011 7:57 pm
by Avaible

Re: Countering the reset of global variables after re-start.

PostPosted: Wed Sep 14, 2011 10:34 pm
by skim
Image
WHOA that's pretty GODMODE & it works awesome

EPICMODE: Can a save file be reset (deleted) from within the program to disable the path once it has been set?
EPICEPICMODE: Can other games read other games' save files?? (sequels?)

Re: Countering the reset of global variables after re-start.

PostPosted: Thu Sep 15, 2011 3:17 pm
by Avaible
Glad that it works.

EPICMODE: Novelty doesn't seem to have that possibility, so I don't know how to do it without actually deleting the file in the safe folder.
MOREEPICMODE: That's something ErikB has to answer as that's probably more related to the Engine than the scripts I can write. Somehow.

Re: Countering the reset of global variables after re-start.

PostPosted: Sat Dec 24, 2011 2:04 am
by jvcscasio
How didn't I see this before! You saved my life!!!

Re: Countering the reset of global variables after re-start.

PostPosted: Mon Dec 26, 2011 8:52 pm
by Avaible
If this was helpful to you you might also want to check out .

Re: Countering the reset of global variables after re-start.

PostPosted: Sun Jan 22, 2012 5:58 am
by Halca
This is wonderful! And so simple too, but so effective! :DD

Re: Countering the reset of global variables after re-start.

PostPosted: Sun Jan 22, 2012 8:22 am
by OtakuD50
The main flaw is that you can still save the game using the toolbar menu, well past whatever in-game limits you set. So if someone chooses to do that and use up save slots, they can mess the game up / cheat to unlock everything at the start.

Re: Countering the reset of global variables after re-start.

PostPosted: Sun Jan 22, 2012 12:56 pm
by Avaible
True, that's why it's only a workaround until Erik finds time to release the next version.

Re: Countering the reset of global variables after re-start.

PostPosted: Mon Apr 30, 2012 7:41 pm
by Saint Vain
This would be very nice to use.

This can be used with CG galleries and Jukeboxes, correct, I would only need to change the reference to the appropriate screen?

Re: Countering the reset of global variables after re-start.

PostPosted: Tue May 01, 2012 11:48 am
by Berwald
So ... what if I put in a gallery inside the novel, not in the title screen? So players can access it as they play through the novel and their save files determines the progress of the gallery.

Re: Countering the reset of global variables after re-start.

PostPosted: Wed May 02, 2012 2:15 pm
by Avaible
@SaintVain
Pretty much. Still, for something where you expect a lot of variable changes (basically, anything more than a gallery) you might want to read this thread viewtopic.php?f=16&t=1147.

@Berwald
It doesn't matter where you access the gallery from. The point is that the changes of the gallery are restored when starting the game. While still playing everything works just fine anyway.

Re: Countering the reset of global variables after re-start.

PostPosted: Sun Jun 10, 2012 1:48 pm
by SeaMaid96
To tell the truth, I became a member of this forum just in order to write this message :lol:
It's very good that something such as Novelty could be created - tack så mycket, Erik! - and the fact that there are people who actually take the effort to get around any problems like this one makes it so much more fun.
The reason that I was looking and hoping for something like this was a project that I would do sometime, though I guess that I should actually start reading more novels myself before I start actively using this program. (In my project, you'd be able to listen to my music and recieve a commentary - if possible, I have to try the script first - , and more importantly, be able to start those new routes or whatever you call it in my case. In my case, you first are able to play as one character. You play wi- sounds wrong... you play AS him, you (hopefully) want to see how I'm gonna explain everything that's weird, and only when you are done you can play as another character to see what's going on for him/her at the same time and thus recieve an answer. ).

Speaking of the project... I apologize for sounding like I'm... ungrateful, or if it's really easy to do with scripts (that's the problem - I can't program worth sh.. ), but on , they do mention "adding a random number generator".
(How) Would it be possible to add it?
Let's say, for example, that during a game, a character X's actions end up changing how likely she is to get a good ending.
We jump to a scene, the start of X's worst ending.
How that ending plays out depends on whether character Y is insane or not. (I'll try to write every scene before that to make it ambiguous if the variable is true or not. And I don't think that many would complain about the game being luck-based anyway, as there will be problems even without his mentality being screwed...)
As it would make no sense to have the player's actions change a variable for his sanity (which was acquired before the story takes place), we could say that there's a random variable where 1 time out of 8 he'll turn out not to be insane (or else the story will end up even more MindScrewy than I've evidently planned and had to make it, and you either get this worst ending where he's always innocent or the other endings ... and that would fall into the category of his state being dependent on your actions yet again...) .

Re: Countering the reset of global variables after re-start.

PostPosted: Sun Jun 10, 2012 3:58 pm
by Avaible

Re: Countering the reset of global variables after re-start.

PostPosted: Sun Jun 10, 2012 4:41 pm
by SeaMaid96
Thanks for that, too! :)

Re: Countering the reset of global variables after re-start.

PostPosted: Thu Mar 13, 2014 6:13 am
by 8oni
Thank you very much for this, really.

I can finally make the 'extra' for my vn. :mrgreen: