cxx

Message Maestro
Nov 14, 2017
67,360
33,998
I don't know if it's too early to ask, but does anyone have any news about the development of chapter 19?
check discord etc but since ep 18 came out in december prolly nothing concrete yet.
 

McLOVINu

Active Member
Mar 18, 2018
763
366
Is the codex being written to some file?

Because I've edited one entree in "episode001.rpy".
As a test:
loaded a save, and the edit doesn't show, however...
if I start a new game, and get said codex entry to be set, it shows the edit.

here goes a copy of the code from unaltered version [from multimod]:
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Seems a little odd how the codex is handled in this game.

I'm just looking for a way my edits/fixes to the codex entrees, is reflected in saves after I've already had the codex entrees set in the game.

Would simply be nice to have the entirety of the codex in its own .rpy file, and the game just calls up the info, so If someone edits said .rpy file, it reflects in all saves.
 

Quetzzz

Active Member
Sep 29, 2023
572
868
Is the codex being written to some file?

Because I've edited one entree in "episode001.rpy".
As a test:
loaded a save, and the edit doesn't show, however...
if I start a new game, and get said codex entry to be set, it shows the edit.

here goes a copy of the code from unaltered version [from multimod]:
You don't have permission to view the spoiler content. Log in or register now.
Seems a little odd how the codex is handled in this game.

I'm just looking for a way my edits/fixes to the codex entrees, is reflected in saves after I've already had the codex entrees set in the game.

Would simply be nice to have the entirety of the codex in its own .rpy file, and the game just calls up the info, so If someone edits said .rpy file, it reflects in all saves.
The codex is stored in the save file. Edits to the script don't retroactively change it (can't change it, even). You could potentially use an after_load label to rewrite the entire codex object/class.
 

Perverteer

Peddler of Unspeakable Goods
Game Developer
Nov 19, 2017
529
3,060
Is the codex being written to some file?
What Quetzzz says is correct. The codex entries are added at the moment the "Codex Updated" notification is shown and as such the state is stored in the save file. Retro-actively editing entries only has an effect on new playthroughs.

I've used for the codex and kinda regretting the choice exactly for this reason. It would be easier to store everything in a separate file and only store the locked/unlocked state for each entry. It's similar to how the scene gallery is set up and how I would handle it in a new game.
 

cxx

Message Maestro
Nov 14, 2017
67,360
33,998
I've used for the codex and kinda regretting the choice exactly for this reason. It would be easier to store everything in a separate file and only store the locked/unlocked state for each entry. It's similar to how the scene gallery is set up and how I would handle it in a new game.
well that's for next game, fantasy maybe.
 

McLOVINu

Active Member
Mar 18, 2018
763
366
What Quetzzz says is correct. The codex entries are added at the moment the "Codex Updated" notification is shown and as such the state is stored in the save file. Retro-actively editing entries only has an effect on new playthroughs.

I've used for the codex and kinda regretting the choice exactly for this reason. It would be easier to store everything in a separate file and only store the locked/unlocked state for each entry. It's similar to how the scene gallery is set up and how I would handle it in a new game.
I'm not good at scripting python or however it currently outputs the codex, ie: how it sorts.
I hope I can write up my own 'pseudo codex' mod.

I could just keep it at the default alphabetical sorting [should make keeping all codex entrees inside a single .rpy file easy to search and format], and keep all the variables/triggers that make said codex entry show in the list + state[unread/read]. As I see plenty of variables already in place, just need to make a non-python codex page that has same layout as the current codex.

I'm going to tinker with season 1 episode 1 later, to see if I can get a working base first. [basically copying all the codex entrees into their own screens or just make buttons that toggle views, I guess.]
 

jaw1986baby

Chasing Redhead sm0ls
Donor
Jun 2, 2017
2,467
7,407
What Quetzzz says is correct. The codex entries are added at the moment the "Codex Updated" notification is shown and as such the state is stored in the save file. Retro-actively editing entries only has an effect on new playthroughs.

I've used for the codex and kinda regretting the choice exactly for this reason. It would be easier to store everything in a separate file and only store the locked/unlocked state for each entry. It's similar to how the scene gallery is set up and how I would handle it in a new game.
Season 3?
 

Perverteer

Peddler of Unspeakable Goods
Game Developer
Nov 19, 2017
529
3,060
I'm not good at scripting python or however it currently outputs the codex, ie: how it sorts.
I hope I can write up my own 'pseudo codex' mod.

I could just keep it at the default alphabetical sorting [should make keeping all codex entrees inside a single .rpy file easy to search and format], and keep all the variables/triggers that make said codex entry show in the list + state[unread/read]. As I see plenty of variables already in place, just need to make a non-python codex page that has same layout as the current codex.

I'm going to tinker with season 1 episode 1 later, to see if I can get a working base first. [basically copying all the codex entrees into their own screens or just make buttons that toggle views, I guess.]
The biggest issue would be to support older save games I think. Though there might be a way to do this.

The way I would set it up now, would be to have a codex.rpy file with all the entries as a dictionary and build some screens that interface with the dictionary in that file. The scene gallery works more or less the same way. Thinking about it, this might actually be feasible to overhaul. Going to put it on the the TODO list and see if I can find some time to implement it.

Well they have said in the past that their next game is going to be a fantasy one
Yup, high fantasy is still the plan for the next one.
 
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