dcx:masterfile_import
Differences
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| Next revision | Previous revision | ||
| dcx:masterfile_import [2015/11/12 10:59] – created vic | dcx:masterfile_import [2026/06/22 12:21] (current) – external edit 127.0.0.1 | ||
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| All the overwrites take place on a SLOT# basis. No matter what currently is in that slot. | All the overwrites take place on a SLOT# basis. No matter what currently is in that slot. | ||
| + | |||
| + | ==Overwrites by masterfile== | ||
| * Bridge Type Data | * Bridge Type Data | ||
| Line 44: | Line 46: | ||
| * Rulevar settings | * Rulevar settings | ||
| + | |||
| + | ==Example 1== | ||
| + | So for example if we have a scenario that has event slot #0 set to ScnEventA and event slot #1 to ScnEventB | ||
| + | |||
| + | and then we reload the master (which hase 1 event in slot#0 called MasterEventA) | ||
| + | |||
| + | then we'll end up with the scenario having: | ||
| + | |||
| + | slot#0: MasterEventA | ||
| + | |||
| + | slot#1: ScnEventB | ||
| + | |||
| + | ==Example 2== | ||
| + | If our master has rulevar(101) set to 0. But in our scenario we set rulevar(101) to 1 and then we reload the master the rulevar(101) will be reset to 0. | ||
| + | |||
| + | The way to have different rulevar value than specified in the masterfile is to set the rulevar values by event scripting executed on game startup. | ||
dcx/masterfile_import.1447325952.txt.gz · Last modified: 2026/06/22 12:14 (external edit)
