Updated What does 'saved variables' mean?.md (markdown)
commited
commit
5391385d651f41da4dfc74620269c3ea8b0f9cbb
... | ... | @@ -1,7 +1,7 @@ |
1 | A saved variable is persistent, it was made for [[Menu Item]] to work. Saved variables were introduced in Fancade 1.6. |
|
1 | A saved variable is a variable whose value persists (isn't reset) between play sessions. It was made for [[Menu Item]] to work. Saved variables were introduced in Fancade 1.6. |
|
2 | 2 | |
3 | If a local variable is accessible on the same floor, and a global variable is accessible on the same level, then a saved variable is accessible everywhere inside the game, regardless of any limit! This is really usefull if you want to create custom game settings, autosave, shop system, and more!
|
|
3 | If a local variable is accessible on the same floor, and a global variable is accessible on the same level, then a saved variable is accessible everywhere inside the game, regardless of any limit! This is really useful if you want to create custom game settings, autosave, a shop system, or others
|
|
4 | 4 | |
5 | Saved variables currently only work with number variables, and saved variable can't be interpreted as a list. |
|
5 | Saved variables currently only work with number variables, and a saved variable can't be used as a list. A game can have up to 64 saved variables. |
|
6 | 6 | |
7 | A game can have up to 64 saved num variables |
|
... | ... | \ No newline at end of file |
0 | Saved variables are saved whenever the player wins, loses, or leaves a game, but not when Fancade is force-closed from the task menu. If the game is stored in the Edit section, opening the editor resets all saved variables, and they won't be saved when played from inside it. During box art generation (the game is run for a single frame every time a level is selected), saved variables can both be read from and written to; take note of that if you have any scripts writing to them in the first frame. |
|
... | ... | \ No newline at end of file |