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Thursday, February 18, 2021 - 11:55

In engine/misc.txt, you can set "save_onload=false" to disable saving when changing maps. You can then use "save_onexit=false" to disable auto-saving when the player exits the game. You may also want to set "save_oncutscene=false" if you plan on using cutscenes.

To then save the game manually, you can use "save_game=true" in an event.

Tuesday, February 16, 2021 - 13:53

First, you should check flare_log.txt in your Settings folder for any detected errors (

Second, it's worth reviewing the Animation Definitions wiki page ( if you haven't already.

Monday, February 15, 2021 - 15:14

As a matter of fact, the project I mentioned that was using Flare had a map system just like that. They were able to accomplish it by creating a "book" that had the world map as a background. Each location on the map was a button that executed the "intermap" event to send the player to the correct map.

Thursday, February 11, 2021 - 12:45

For switching days, you would actually need "requires_not_status=tuesday,wednesday,thursday,friday,saturday,sunday". A much easier way would be to flip to logic and use "requires_status=monday".

I did some testing and was surprised to see using "requires_status" didn't work. Turns out, for whatever reason, the key you want is called "visible_requires_status" instead. "visible_requires_status=06:00" will do what you want. If there's truly no reason for this naming difference, I'll extend the engine to support both.

Wednesday, February 10, 2021 - 14:11

You can use "requires_status" for powers/upgrades in the powers tree, and events can use "set_status". So combining those two should let you control skills with events.

I didn't know you were using Linux. I would recommend building it yourself if you haven't already (it's not too hard). Here's a quick guide:

Tuesday, February 9, 2021 - 18:53

Sorry, no way to increase stats directly with an event.

As for the bug, I just pushed a fix for it:

I've also made a Windows build if you need it to try:

Tuesday, February 9, 2021 - 15:16

The Powers menu was refactored for version 1.07, so I think the code was cut there. Should be fixable.

Tuesday, February 9, 2021 - 13:54

Looks like it might be an engine bug. I just tried something similar and I had to click the upgrade button, even though there was no power point requirement. I've opened an issue here:

Monday, February 8, 2021 - 13:44

No, nothing like that is possible currently.

Sunday, February 7, 2021 - 10:11

You should set the "power_damage" property on the event. On the power, you should add something like this: