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

Reply via email to