JulyArt
New Developer
- 69
- Posts
- 4
- Years
- Seen Dec 17, 2021
It's better to put this in the Intro script (like when Prof Oak greets you), that will be run only once.
I see I see. So my plan is, for the char_info, I'll find a way in which every time the players 'enter' the game, like after loading, it'll generate those information again as rather than saving them to the game_save.
i.e. perhaps like in a 'daily recap dialogue screen' which will show etc and at that moment I'll also command the game to reassign all the char_info. Thus, if a patch was made to the game, new char_info will be have.
However, for 'NPC affection value' for example, I most certainly will need to save, but I didn't know that's how saving works. I'll try to research and ensure if there's a way for example that 'NPC value' overrides the previous 'NPC value' or there's only 1x 'NPC value'.
Pretty much lol, I'll need to learn how to save values... well... actually. Perhaps that's bad. I mean, game_variables already exist. My guts tell me I should just use 'em. Wow, such a simple solution.
edit#1 I've learnt my lesson in ways, keep in simple. But even though I knew I could with array, I thought, let me explore all the things I don't know, and now I'm more confident array will be easier for me in this specific case in which if need to upgrade to class later on, can do it without having to change all the dialogue \z[1] , so I can finally start implementing dialogue again LOL
Code:
char_info = [
[ "\\w[test4]", "\\ts[0.77]", "\\c[7]", "M.Maggie", "\\c[15]" ],
[ "\\w[test4]", "\\ts[0.77]", "\\c[7]", "M.Maggie", "\\c[15]" ],
]
print char_info[1].join
![[PokeCommunity.com] July Ongoing- Help Would be Awesome Post, tyty community for assistance! [PokeCommunity.com] July Ongoing- Help Would be Awesome Post, tyty community for assistance!](https://i.imgur.com/5rBAhDX.png)
Success
Last edited: