=References=
 
=References=
* [[RPG configuration|Configuration]]
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* [[RPG configuration|Configuration and Definitions]]
 
* [[RPG script|Scripting]]
 
* [[RPG script|Scripting]]
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* [[RPG_commands|Commands]]
 
* [[RPG_cutscene|Cutscenes]]
 
* [[RPG_cutscene|Cutscenes]]
 
* [[RPG gui|GUIs]]
 
* [[RPG gui|GUIs]]
 
The creator can define just about anything, from creatures, monsters, maps, containers, scripts, dialogue, cutscenes, HUDs, GUIs and particle effects. The definitions are sourced from the game's data directory and can be changed in real time during the game. It should be noted that unless things use these definitions as a template, any effects from ingame modifications will not persist across sessions. We therefor recommend that you only use those that accept references as any changes to them will persist unless you simply wish to test and fine tine some variables quickly and easily.
 
The creator can define just about anything, from creatures, monsters, maps, containers, scripts, dialogue, cutscenes, HUDs, GUIs and particle effects. The definitions are sourced from the game's data directory and can be changed in real time during the game. It should be noted that unless things use these definitions as a template, any effects from ingame modifications will not persist across sessions. We therefor recommend that you only use those that accept references as any changes to them will persist unless you simply wish to test and fine tine some variables quickly and easily.
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Also note that all definitions must be defined in a separate text file named solely by a number with a .cfg extension. Any other .cfg files will throw warnings and the game will abort if there are any gaps.
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Also note that all definitions must be defined in a separate text file named solely by a number with a .cfg extension. Any other .cfg files will throw warnings and the game will abort if there are any gaps. At least that is true for the hard-coded directories - you may add additional ones and use '''include''' to include their files in your scripts and definitions.
    
For example, there is a definition for a bear creature with 40 strength. I might increase this to 90 in game, but any existing bears will still have 40 strength. Likewise I could create a few new bears which would then have 90 strength. if I was to save and reload my game, any new bears will have 40 strength but those spawned with 90 strength will still exist and walk about.
 
For example, there is a definition for a bear creature with 40 strength. I might increase this to 90 in game, but any existing bears will still have 40 strength. Likewise I could create a few new bears which would then have 90 strength. if I was to save and reload my game, any new bears will have 40 strength but those spawned with 90 strength will still exist and walk about.
 
== Savegames ==
 
== Savegames ==
   Exception encountered, of type "Error"