On Sat, Mar 09, 2013 at 05:29:20PM +1300, Ralph Versteegen wrote:
> 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.

Oh! Thtat makes perfect sense. I bet that was what I was doing!

> > ...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!)

I think is is probably pretty rarely used.

---
James
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