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Resetting Module meemory

A topic by Ghostly Knee created 87 days ago Views: 234 Replies: 5
Viewing posts 1 to 4

I may have just missed it but is there a way to reset module memory? if so how, if not why not?

Developer

I’m not sure I understand the question — what are you trying to do? Are you working with the “set module state” trigger in some way?

Yeah im trying to make a roguelike thing and I have it choose a from a set of sitreps. I make it do so by choosing a number and based on that it makes a sitrep visible. My issue is that I cant get it to roll  for new sitreps. IDK if any of that makes sense

Developer

Interesting. I just made a test and it seems to be possible — I uploaded it here as an example. Maybe try downloading and looking at that to see what you might be doing differently?

Two little possible gotchas:

  • Make sure the trigger node that rolls doesn’t have a limit set on it.
  • Make sure the encounters on the various branches aren’t set to auto-hide after you go through them.

Thanks i will try to get it to work

Feel free to have a look at the inner workings of my roguelike module also, there's a couple of things beyond that example where if u loop it you need to reset stuff basically but it's mostly the same method of hiding by default and revealing when rolled.