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C3/DS with Limited Energy/Power Up   
ivanwong1989

ivanwong1989



  3/10/2013

Hi all,

Might I ask anyone have any idea how to get a C3/DS game to have limited BioEnergy and Locked Power Ups as in Standalone C3?

Reason for asking

1. Want the challenge... haha.. and a goal to work towards to, such as guiding my Norns towards the Power Ups
2. Unlimited Bioenergy literally seems a little bit like Cheating.


Thanks all. =)

 
Andrettin

Andrettin



  3/10/2013

I did this in my personal game. Only a few changes are needed; you need to change the "Grettin" and "engine_creature_pickup_status" game variables in "!DS_game variables.cos" to 0 and 1, respectively, and in "power to the shee starship.cos" you need to delete everything up to and including the timer script.

I have made those changes into a separate file, which you can download here.

It should work perfectly, provided I didn't forget anything :) Let me know if there are any problems.

 
ivanwong1989

ivanwong1989



  3/10/2013

I'll try it out. =) thanks a bunch!!!!!

Also.... might you know some answers to my other posts here? I'm confused...

 
Papriko
Peppery One

Papriko



  3/10/2013

Deleting the whole scripts works, but I'd say it's pretty much brute force you use to accomplish the goal.
I'd rather try to use the JECT command in order to get rid of them.

In theory you can make your own cosfile too which does that for you. They are loaded in alphabetic order, so naming it something like zzzzzzzzz_my_own_script.cos would make sure that it is executed at the very end (the scripts must be present in order to be removable again).


Lets play plants! Photosynthesis... Photosynthesis... Photosynthesis...
 
Andrettin

Andrettin



  3/10/2013

Papriko wrote:
Deleting the whole scripts works, but I'd say it's pretty much brute force you use to accomplish the goal.
I'd rather try to use the JECT command in order to get rid of them.

In theory you can make your own cosfile too which does that for you. They are loaded in alphabetic order, so naming it something like zzzzzzzzz_my_own_script.cos would make sure that it is executed at the very end (the scripts must be present in order to be removable again).



I think that bootstrap files are loaded in the following manner: first, a bootstrap folder is chosen alphabetically. Then, the folder's files are processed alphabetically. Then you move to the next folder in the alphabetical order, and so on. In this manner, it may be more practical to create a new bootstrap folder called "090 My Scripts", for instance, and put your scripts there.

As for deleting the whole scripts, I don't think that would work well. First, because the DS variables .cos file is used for many other functions (i.e. breeding limit). And second, because the power to the shee starship .cos file makes a change in the power-up code that may be important; it comments out a change to the max_norns variable effected by the Grendel-Ettin selector pickup, since this variable is no longer applicable in Docking Station (breeding limit and max population are used instead), but the variable may still be read by the engine.

 


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