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What would really be useful...

 
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Moogle1
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PostPosted: Thu Jul 29, 2004 4:21 pm    Post subject: What would really be useful... Reply with quote

...is a way to have global game tags or variables, not stored in a single save slot, but generally in the save file as header info. For example, a tag that is set when you beat the game. That way, when you start a new game, you can play the 2nd quest or unlock some secret feature, such as "New Game +", which you could then implement by setting off the NG+ tag and opening up the loadgame screen. When that game was started, it would see that the NG+ tag was on and restart the game with all the characters and items.

(James, are you listening? This would make SG3 a lot cooler and have lots of other useful uses.)
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KainMinter
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Joined: 10 Jan 2004
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PostPosted: Thu Jul 29, 2004 4:42 pm    Post subject: Reply with quote

I really cant think of any way to store anything like that... =\

Thats too bad, having a "Newgame+" would have been a cool feature.. Maybe you can have one of those "Save your game?" things after you beat the game where the saved game will be the "Newgame+". Not that great of an improvision, I guess.... but hey. =P
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Bob the Hamster
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PostPosted: Thu Jul 29, 2004 5:50 pm    Post subject: How to fake Newgame+ Reply with quote

I think you could fake Newgame+ with the current system.

Have an on-load script, that checks a particular tag to see if you have beaten the game. If it is on, reset all the tags that you need to reset, swap out any heros that need to be swapped out, delete from inventory any items that need to be deleted from inventory, and teleport the player back to the first map

(by the way, you can re-set one-time-usable NPCs with the "set tag" command. one-time NPC's just use special tags from 1000 to 1999)

The only catch is that you have to make sure the player saves the game after beating the game, but that isn't too awkward.
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Shadowiii
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Joined: 14 Feb 2003
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PostPosted: Thu Jul 29, 2004 5:52 pm    Post subject: Reply with quote

Arrr, you beat me to it James. I actually did that once...it works nicely. Just be sure to turn the tag on when you win Raspberry!
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Moogle1
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PostPosted: Thu Jul 29, 2004 7:04 pm    Post subject: Reply with quote

But then you can only New Game+ the save file in which you beat the game. Plus, it'd be useful to store high scores, etc. I can think of lots of things to use it for.
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TMC
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PostPosted: Thu Jul 29, 2004 8:40 pm    Post subject: Reply with quote

Also, to make it look better you could, before you show the save screen, alter the other stats and the hero pictures to set it out.

Besides, there is no header info in a save file. And one thing we definitly don't want to do if make save files non-backwards compatible.
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Moogle1
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PostPosted: Fri Jul 30, 2004 5:09 am    Post subject: Reply with quote

Well, it doesn't have to be a header -- footer information would work just as well without making your SAVs incompatible. Besides, there are plenty of ways to allow a newer version to recognize older SAVs and update them, just like CUSTOM automatically does with your games.
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knight_00000
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Joined: 22 Jul 2003
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PostPosted: Fri Jul 30, 2004 11:23 am    Post subject: Reply with quote

I suggest we have the ability to bypass the save screen altogether, perhaps another bitset, then add a plotscript for savegame(#) and loadgame(#)

we can have custom save/load features by having it startup in an ingame save/load screen
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Moogle1
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PostPosted: Fri Jul 30, 2004 4:19 pm    Post subject: Reply with quote

This would also be very useful.
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junahu
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PostPosted: Sun Aug 01, 2004 2:34 am    Post subject: Reply with quote

...But unwieldly.
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