On 9 March 2013 17:14, James Paige <[email protected]> wrote: > On Sat, Mar 09, 2013 at 04:37:10PM +1300, Ralph Versteegen wrote: >> On 9 March 2013 07:06, James Paige <[email protected]> wrote: >> > 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? >> >> No, since shop stocks were only broken when resetgame was called, the >> stocks were correct in new games. > > Not in my own testing. Before fixing the bug, I could start a new game > in Wandering Hamster, go to the cheat shop, and my debug statements > indicated that all the items had stock of -1, even though several of > them should have been limited.
In my own testing using testgame.rpg, it's definitely the case that stocks are correct when starting a New Game, and incorrect when quitting that and then starting a new new game. > ...but that is strange... I had assumed that resetgame was being called > for new games, but I can see that clearly is not the case. Maybe my test > was flawed in some way that I don't remember? I am all confused now :P Hmm, no idea. > What I am pretty confident about is that it is now doing the right > thing. But I guess my understanding of the wrong thing it was doing > before is incomplete :) > > --- > James Yes, we can all agree that it is definitely correct now (though the breakage of Acquire Infinite Inventory in existing saves is regrettable... maybe we could include a workaround and bump the RSAV version. But to be honest using that Sell Type never made sense to me!) _______________________________________________ Ohrrpgce mailing list [email protected] http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
