Select a save file to load by pressing the number corresponding to the save file you want to This is “the prompt”.Īt the prompt, all the capabilities (commands) of the program is at your fingertips! How exciting! Also, whatever is shown on screen can also be used as additional commands. A little > is shown at the bottom of the screen, showing you that the program is waiting for your input. A “beautiful” command line window will pop up, having located all your save files. help command to see some help and get some examples.set command to set new values into fields.show command to explore and examine fields.Please be sure to download the 64bit version for your platform. Leave me a note here if any of the documentation seems hard to read! Before getting started If an answer isn’t there, you can always post your question here!Īlso, if you’d like an exhaustive list of commands and detailed documentation on them, try: To tweak your character to better enjoy the game. You’re willing to overlook the barebones non-UI, I think you’ll find a pretty useful little utility Why would I choose to make such a thing?Ī command-line tool lets me just focus on dealing with the features instead of fighting the UI. That is… if you’re willing to put up with a command-line tool. Want to change your level? What about skill points or devotion points? Not a problem. Yet you have a mix of both skills and inventory items in your contents, which isn't right.This is a tool that lets you look at and modify the contents of your save file. You shouldn't have to maintain an inventory list separate from the contents list anyway-if they're not the same thing, something is wrong. Maybe it is since it's empty I have no way to tell.Īlso, while this isn't connected to your issue, what in the world is that InInv var for? There's no point to it. (You also shouldn't be initializing that list until it's needed.) A list like that should always go by key, not by mob. IgnoreList is a likely culprit, if you're putting mobs in that list instead of keys. Just looking at your savefile, I can come up with some good guesses. But either way you'll still need to figure out which var is saving other mobs, and put a stop to it. You're going to have to go through all of your savefiles to root this out, unless you implement the remove-on-read strategy I mentioned above. One of them is, however, so just keep looking until you find it. You're saving a great deal of unnecessary icon data in your savefiles, which is worth looking at, but that file is clearly not one of the problem files. If that's done properly, the old broken saves can still be used because they'll eventually be purged of all the data you don't want. You can also override Read() so that before reading the mob, you Remove() any of those vars that shouldn't be saving (or, load only the parts you need like for instance for a turf you could just grab its coordinates). You should take a look at which vars are saving the extra mobs, and then take care to change those vars to /tmp so they don't save. I would suggest looking through the biggest ones first, since they'll be the most broken. But you do have to go through your savefiles and rid them of excess mobs, by opening them up in a savefile editor. The good news is you don't have to do a pwipe to be rid of this. If your mob has a datum pointing to their party, and the datum has a list of party members, and that datum saves, then every mob in the list saves too. For instance, if your mob is carrying an obj that has a var pointing to its original owner instead of a key-surprise, you just saved the original owner too. There are other ways for this to happen too. Such a var should be /tmp so that it doesn't save. This usually happens when you save a turf instead of specific x,y,z vars the turf saves, and if a mob is standing on it, the mob is included in the savefile. What's happening here is that your players' mobs are saving more than you actually want them to: They're saving other players' mobs. With that out of the way, let's talk about rollbacks. This is actually a common problem with savefiles. Like there has a auto-save every 5 minutes and then the mob log-out it saves but they still back to the save of 3 days ago. Problem description:Some players get rollback on the game and it just happens some times. Winset(src, "Default", "is-default=true") Winset(src, "NewChar", "is-default=false") Winset(src, "NewChar", "is-visible=false") Winset(src, "Default", "is-visible=true") SoulGamesProductions(/mob): cLoad Character() Runtime error: Cannot create objects of type null.
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