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    posted a message on how does save and load functionality actually work?

    Would it be possible to simply flag items with a temporary integer in the map to solve this problem?

    I.E. Global Variable - NewGameItems (Integer Default: 0) Global Variable - NewGameItem[X] (Item Array for new Items that game) Global Variable - NewGameItemBound[X] (Integer array for New items in that game)

    On New Loot Aquired (Boss loot, shop loot ect) NewGameItems = NewGameItems +1 (Important to have this first or you will change the For Loop to 0 to NewGameItems in the following part.) NewGameItem[NewGameItems] = Item Dropped NewGameItemBound[NewGameItems] = 1 (Showing the item is aquired, but the status is not saved or loaded)

    On Save Actions For 1 to NewGameItems (loop) Get NewGameItem[NewGameItems] (didn't look at the editor yet to see if this is possible, I presume it is) If NewGameItem[NewGameItem] is Equal to 'Owned by Saving Player' Then NewGameItemBound[NewGameItems] = 0 (marking the item as saved or loaded, thus cannot be traded/dropped anymore. Only removable by selling to a shop or deleting from the inventory)

    Using this logic from my programming days off the top of my head, if there hasn't been any other work around maybe this could be put into the editor code by someone who has the time and knowledge of how to do the logic.

    Posted in: Miscellaneous Development
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