I really loved how the HeX Coda by Stefan Gagne handled bringing information from HX1 to HX2. It used the SetCampaign<Variable> functions to set functions in the DB files and StoreCampaignObject (or whatever it was called) to save henchman inventories. To ensure that running multiple characters through the endgame of HX1 wouldn't end up causing problems later, the player is allowed to choose one of five "slots" (each a different database) at the end of the game. The conversation that handled this also saved the name of the character whose information was being saved to the database, so the player didn't even have to memorize which slot had which character's information.
I haven't specifially checked how HX2 did the import, but I'm sure that after choosing the database to import variables from you could just set local variables on the module based on the campaign variables and use the local variables for most purposes.
Alternatively, you could use items to track things. I'm biased toward the database system after seeing it work with the HeX Coda and how it preserves henchmen inventories, but items are perfectly fine when just transferring flags and variables. I'd just suggest giving the player the items right before the final export of the first (export) module, then take them away after setting the necessary flags in the second (import) module.
Edit: There is no specific campaign flag to set, but campaign variables will save to a default database unless you specify your own database (which I recommend). I'll take a quick look to see how to set the database being written to, unless someone else beats me to it...
Edit 2: It appears I was wrong. The SetCampaign<Variable> and GetCampaign<Variable> functions require a campaign database as arguments, so something else that I use must be writing to the default database. So just make sure you're reading and writing to the correct databases if you go that route.
Modifié par jackkel dragon, 18 décembre 2011 - 02:55 .