On Sat, Mar 09, 2013 at 03:09:54AM +1300, Ralph Versteegen wrote:
> On 8 March 2013 09:46,  <[email protected]> wrote:
> > james
> > 2013-03-07 12:46:26 -0800 (Thu, 07 Mar 2013)
> > 363
> > Fix broken shop stock limits.
> > resetgame was defaulting stock to -1 "infinite" instead of 0 "unloaded"
> > Also changed the default for a missing stock node in the RSAV file
> > (Warning: this means that for any existing savegames,
> >  a shop that has aquired an item when you sold it a copy because
> >  it had "Selltype: Acquire" will have that item's stock reset to defaults)
> > ---
> > U   wip/moresubs.bas
> > U   wip/savegame.rbas
> 
> Ah ha. So this has been broken since Zenzizenzic then.
> 
> This is the first time I've ever looked into how shop stock works. I
> never knew about the load-on-first-use scheme. So it allows adding new
> items to shops without breaking saves. Maybe I can do even better than
> that for live-previewing.
> 
> But I don't seem to totally understand this bug. Since all of stock()
> defaulted to -1/infinite, doesn't that mean that stock amount was
> never loaded from .STF, and all items in all shops should have
> infinite stock? But stock did sometimes work (for example the shop in
> testgame.rpg).

As far as I could tell, the situation where shop stock limits worked 
correctly was only when you loaded from a save-game created before the 
bug existed. Were you testing testgame.rpg with a loaded save?

> You forgot to mention the fix in whatsnew.

Oh, yeah, I better. I had not realized how old this bug was, and was 
thinking it was a post-alectormancy nightly problem.

---
James
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