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Reply to Re: Checking globals from previous DMods?

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June 15th 2013, 12:22 PM
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iplaydink
Peasant He/Him Sweden
Hmm.. 
Couldn't you write a program (outside dink) that read the old save and copied the values you are interested in to the new startup script?

You'd have to instruct the player to run that program first before starting the dmod... you could even check it in the startup by setting the variable to something (like 99 for example) befor it is replaced, and if it still is that on startup you could force it to show instructions and then shut down...

Am I making sense?