Nimin Save Editor

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Mozell Gentges

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Jul 4, 2024, 12:46:59 PM7/4/24
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The save file can be found in the Flash Player Shared Objects Folder under the domain which hosted the game. The location varies based on operating system. To find more information on this, look here.

Warning: If playing off a downloaded file, moving the file will reset your save game (as it will be looking in the wrong location). You can, however, track the save file down and move it to the appropriate location:

This is a comprehensive list (all 151 variable are listed here - if slightly out of order). With the exception of a little shuffling, the order is primarily how the program pulls the data from the save file. Functionally the variables coordinate with each other, even if there is a jump in numbers, so I left it alone.

Thank you @nimin
I use this loop to get all file from my folder but I am sorry UiPath dont allows me to upload my project or a picture ( I dnt knew why).
Where I can put the AttachementCollection(IEnumerable)

About the first, I thought health was current \ max?
About the second, can enemies already be injured when encountered?
And any particular reason for a backslash \\` instead of forward slash /?I don't know if it's related but I saw a few what looked like regular enemies with thousands of health in an earlier version, but I just ran away from them.[quote]BadNeverland said:Did you change version between saving and restoring? I recently re-wrote all the code that runs gender, so that could be why. If not, then I'm afraid it might be doing it whenever one of us adds or changes something with a variable attached. If you could, try to keep a log of when it happens so I can work it out.[/quote]I'm fairly sure it was the same version, either way, with a story in development it's even more interesting to have the savewords, but it's maybe a bit of work to maintain.[quote]BadNeverland said:That was the Tutorial monster you fought, I'm guessing? If not, that's a bug.[/quote]Yep, tutorial, so nothing wrong there if you ask me.[quote]BadNeverland said:I can't work out why that's happening to you at all. I have tried in two different interpreters and it works fine for me. It may just be the same bug as the tutorial. I'll upload the tutorial fix now in version 0.54b, if it doesn't help, try starting a new game and picking up a couple of stones.[/quote]Can't reproduce it at the moment, so hopefully fixed.

Ah, I follow you, it's basically a level code. That's a very old technique for restoring games. Unfortunately it's just not possible with this kind of game because of the shear amount of work and runtime it would use, not to mention the compatibility problems. You are talking about a huge algorithm that would generate an entire save file as an encoded text-string that the user would then have to copy-paste back into the text box. I don't think the text-box could even take the amount of text needed, and the end result would basically be the same as when you hit 'save' anyway, only with more glitchs. Sorry. Its just not feasible. :P

You are not understanding what I have said. Don't PASTE the content. Build the ads as individual .indd files and save them. Then PLACE, not paste, those .indd pages into the other file. The result is the same as placing a PDF, except you can skip the step of exporting the PDF file, and if you need to edit the original ad you can do so and just update the link.

It is also possible to see the list of shifted materials by inspecting your save data. After closing the game, open your /save00/world_state.xml[3] file in a text editor. Within this file will be a section of string pairs, listing each shift as a sequence of [from] -> [to] pairs. For example:

Now, even with a lot of save reloading, one cannot make an accurate wiki article because a lot of items and transformations have additional hidden triggers with specific requirements (the treament, goblinola or cerespirin for example). There is no way to know about these things without having access to the code or being a developer.

With Ballister's abandonment and Gloreth's betrayal echoing in her head, a distraught Nimona breaks down, and transforms into the Great Black Monster. She then enters the city, intending to commit suicide by impaling herself on the sword of Gloreth's statue. However, before she can do so, Ballister stops her and apologizes to her, causing Nimona to change back to human form as they embrace and make amends, while the whole Kingdom watches and are touched by it. Meanwhile, the Director, unmoved, orders a laser cannon to be fired from the wall to kill Nimona; Ambrosius protests, knowing that firing the laser into the city will kill innocent civilians. The Director then turns on them using the same laser she used to kill the Queen and prepares to fire the cannon herself. To save the kingdom, Nimona assumes a giant, red phoenix-like form and flies into the cannon, resulting in her apparent death as well as the death of the Director. The resulting explosion destroys part of the wall, revealing a beautiful, mountainous valley behind it.

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