Stop storing preferences and legacy flags in the saved game
- Nuke global preference variables (they're now fetched with get_xxx_pref whenever needed) - Nuke magic SDFs that store preferences and other info - The only preferences now stored in the saved game are those related to difficulty - play_sound no longer takes an option repeat parameter, but instead takes a delay which will be used if sounds are disabled - SDF array increased to 350x50 - When saving a legacy scenario, a dialog is shown to remind you to update and to allow you to clear the legacy flag
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@@ -44,15 +44,15 @@ future that the shield has been taken.</p>
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<h2>Stuff Done Flags - the Specifics</h2>
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<p>But what are the Stuff Done Flags? Picture a grid of numbers, 300 wide and 50 high, all
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of which start at 0. These 15000 numbers are your Stuff Done Flags, and they are all set
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<p>But what are the Stuff Done Flags? Picture a grid of numbers, 350 wide and 50 high, all
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of which start at 0. These 17500 numbers are your Stuff Done Flags, and they are all set
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to 0 when the party starts a scenario (and are saved in the save file, which is how the
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game remembers what you've done already when the save file is opened).</p>
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<p>Stuff Done Flag are described by coordinates. Much as the coordinates of a spot of
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terrain are given by an X and Y value, a Stuff Done Flag has coordinates too. The first
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coordinate of a Stuff Done Flag is the column it is in (out of 300 columns, a number from
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0 to 299), and the second coordinate of a Stuff Done Flag is the row it is in (out of 50
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coordinate of a Stuff Done Flag is the column it is in (out of 350 columns, a number from
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0 to 349), and the second coordinate of a Stuff Done Flag is the row it is in (out of 50
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rows, a number from 0 to 49). For example, the taking of a shield may be attached to Stuff
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Done Flag X = 112, Y = 3, also written (112,3). Later chapters often refer to the two
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parts of a Stuff Done Flag (the X coordinate is the first part and the Y coordinate is the
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