public static void Game_StartNewGame() { iInitializeGame = 0; Lists.ResetAllLists(); Lists.PopulateNPCNameOptions(); // Initialize variables for a NEW GAME. if (iInitializeGame == 0) { Initialize_NewGame(); NPC_Traits.Assign_Traits(); // Must follow Initialize because that contains a method which erases the assigned traits. // Access save game to see if the player has discovered any secrets. SaveDocument.AccessData(); iInitializeGame = 1; } }
public static void Initialize_NewGame() { AccusationEncounters.Initialize_Accusation(); Conversation.Initialize_Conversation(); Flood.Initialize_Flood(); // Lists.Initialize_Lists(); LocationEncounters.Initialize_Locations(); Map.Initialize_Map(); Movement.Initialize_Movement(); Notebook.Initialize_Notebook(); NPC_AI.Initialize_AI_Variables(); NPC_AI.Initialize_NPCs(); NPC_Traits.Initialize_Traits(); RandomEncounters.Initialize_Actors(); RandomEncounters.Initialize_RandomEncounters(); Search.Initialize_Search(); TheBunny.Initialize_Bunny(); Title.Initialize_TitleVars(); Title.Initialize_Secrets(); Variables.Initialize_MainVars(); }