- Feb 9, 2020
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It's a little bit more complicated IMHO but essentially in the game theres a lot of lines that do checks & then 'jump' to another bit of code listing that 'describes' what should be shown, what text to display, what options to offer etcIf if/then statements are all one needs to know to understand coding, then maybe I am more knowledgeable than I thought.
Speak 'his' name, and 'he' shall appear.
Lo, did FoxyTails have the exact information in question, and seemingly stronger understanding of how it could be used...
If it is that easy, then that sounds like no over-complication to me.
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Here's an example of one (very small) section for the 'Fountain' location - by my guesses there are 7 routines for this one location contained in 245 lines, in comparison 'Living room' has 96 MAIN routines (& a LOT of smaller routines) in 5793 lines - I've noted on my understanding of the code
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Considering how much is involved to look through what the previous developer had done then trying to sort it out to make sense make me appreciate how hard it is for anyone who takes up the challenge
FYI I usually use
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to search through the BSC code - by copying the 'game' folder over you can look at the contents of the game - the rpy/rpyc files are the actual coding split into sections mainly relating to the different areas of the game. You COULD use a program like 'Notepad' to look at each rpy/rpyc individually but I would guess it'll be hard to keep track of all the jumps involved.I don't really understand Ren'py coding (much) but I do know a little about programming structuring since I tried learning programming MANY years ago (anyone that every played on a Sinclar Spectrum may remember the '
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' magazine that had 'listings' you could type in) & later when I got a PC I tried programming using a program called 'Delphi' (came free with a magazine called
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) that used a pascal based language which used a similar 'block of code' structure as renpy