The End of F12's Buggy Tyrannical Rule
Yes, my friends!
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The Reset Bug has been eliminated in the
Linux Build of HiddenChest!
How did I do that?
Well, it's not that overly complicated as you might think.
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Actually, it uses my Scripts module and a modification of the MRI binding.
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What's a binding? What's MRI?
A binding here means the code picks a version of a set of methods, in this case a version of some implementation of Ruby, and it adds it to the C++ code that lets you handle graphics, audio and input (via SDL2 that might also include some OpenGL components).
MRI is the Ruby we all know, a C based language that allows you to run scripts at a decent speed. (Speed has been improved since version 2.x!) It's your typical flavor of Ruby for PC's, no matter what OS is currently running. (There's another version that also targets mobile stuff!
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)
As you may have noticed, I never said I was reloading any bulk of scripts.
That's because HiddenChest doesn't do that at all, he, he!
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HiddenChest engine will
just reload the Main script!
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Yes! The very same script that should be the last script in your script editor!
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So nope, it won't destroy stuff you accumulated if you are planning to include the New Game+ feature in your game project!
If you have ever changed that section's name, you will be in serious need of using this script call:
Scripts.main_section_name = "Current Section Name"
WARNING!
Never use that name for any other section of your game's list of scripts!
Again, you would need to use that script call AND make sure you named the main script in an unique way...
Or just take it easy and never call another script
Main.
(Even so I think you should store such data in a variable of any kind before activating that. Still, other scripters might think otherwise. Time will tell what's the best way to deal with it.)
And yes, people!
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I have already uploaded the source code to my GitHub account!
By the way, wulfo, why would you use the Reset as a way to activate the New Game+ feature!?
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I don't get it. If you handled it via scripts, you'd just call Scene_Title or whatever scene the game developer choose as its main scene script. What am I missing here?
Thank the Lord for I managed to prove my point and show you that you should not suffer from hitting a simple button!
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