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Old 16 August 2012, 11:52   #21
Marcuz
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Seamless method for character statistics is possible, not so for the carried items, because they are not linked to a fixed index, but are affected by other variables (code meaning different things depending on what level they have been loaded, recurrencies of same item code already loaded in a different level, item being tied to possibly more than just the code index - for instance, arrows - )

As for the position and the status of the level/s, monsters etc: impossible to figure what's what in the heap of data in a savegame beside the characters information.

So, only a very basic translation is possible. Fool proof depending only on what the player tries to translate: characters stats + uniques and some not unstable items, at the start of the game = easy; character stats + six inventories packed with every dart, arrow, short sword, food ration in the game, at the end of the game = probably a fail.
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