Reply to Re: Reading Save Game Files?
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Yesh. It shouldn't be as much trouble as in Catacombs, since 108 introduced the clear_editor_info() command and the load_map() command, but still kind of awkward.
1. Copy save game to dmod's directory.
2. Load save game.
3. Somehow recognize the save game is an import, and change things to match the new game.
The simplest way I can think of to do 3 would be to use load_map() to open a map with only one screen, and have a script on that screen that importifies the save game, and then loads the proper game map. Something like this:
PS. I can almost quarantee it won't work.
(I've never tried any of this stuff, and stuff never works the first time around)
1. Copy save game to dmod's directory.
2. Load save game.
3. Somehow recognize the save game is an import, and change things to match the new game.
The simplest way I can think of to do 3 would be to use load_map() to open a map with only one screen, and have a script on that screen that importifies the save game, and then loads the proper game map. Something like this:
//import button void click() { load_map("crapmap.dat","crapdink.dat"); load_game(99); } //script on crapmap void main() { clear_editor_info() //set globals so the ones with the same name from the save game won't have the wrong values? //delete inventory? //stuff? load_map("map.dat","dink.dat"); //generic begin a new game stuff }
PS. I can almost quarantee it won't work.
