flags persisting through #endgame into playing again
Posted: Thu Jul 01, 2021 9:29 pm
Is it possible to glitch ZZT so that flags are not cleared when the game ends?
What in particular I'm thinking about doing is coding a .zzt game so that it has to be played 3 times to be completed, each previous time clearing all other flags and setting a flag at the end that the vast majority of objects etc. in the game are secretly programmed to check for and the story and outcome of events is different each time you play through it... without just implementing a 'password' system.
Maybe using a bogged #endgame command where you get health over 0 in the same frame, taking advantage of the "renamed .zzt world that coincides with another .zzt world that already has that same name" bug (ZZT Enyclopedia volume 3), or the more recently fabled 'board edges' ideas. Anything?
What in particular I'm thinking about doing is coding a .zzt game so that it has to be played 3 times to be completed, each previous time clearing all other flags and setting a flag at the end that the vast majority of objects etc. in the game are secretly programmed to check for and the story and outcome of events is different each time you play through it... without just implementing a 'password' system.
Maybe using a bogged #endgame command where you get health over 0 in the same frame, taking advantage of the "renamed .zzt world that coincides with another .zzt world that already has that same name" bug (ZZT Enyclopedia volume 3), or the more recently fabled 'board edges' ideas. Anything?