SOTW 0.8.24.18 - Second Act Beta!
- jack1974
- Pack leader
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Re: SOTW 0.8.18 - Second Act Beta!
You know what will send you the updated code and the save 
- Pace675
- Druid
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Re: SOTW 0.8.18 - Second Act Beta!
What this little grammar mistake pointed out?
I just have to say:
Spoiler:
Spoiler:
- yayswords
- Elder Druid
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Re: SOTW 0.8.18 - Second Act Beta!
Actually it should be "what I knew", since Chalassa is the narrator.
We should have a nitpicking thread where people can just hurl corrections continuously
We should have a nitpicking thread where people can just hurl corrections continuously
If at first try it doesn't explode, it ain't Jack who wrote the code.
- Lonestar51
- Elder Druid
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Re: SOTW 0.8.18 - Second Act Beta!
Relaxing is important, I know. I have seen people work all through the night - the bug was not fixed, but at about 3am they checked in another onejack1974 wrote:I haven't tried yet, since I'm relaxing now. Will try tomorrow morning my time
If that were the case, the object should get different stats when the stuff for the merchant gets created. However, if I visit the merchant, up until I buy the stuff the old and the new item have different stats. After buying they are clones, with the stats of the bought item. (Not that your issue is impossible, it's just that I havn't yet observed something like that.)Anima_ wrote:That's probably a problem with the RPGFramework and the random equipment generation. Since we keep only one reference object per ID and some items could have the same ID but different values it would change the values for all items of that ID depending on which object was kept as a reference. I'd need to take a closer look at the code, since the randomization was Jacks per project.
- jack1974
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Re: SOTW 0.8.18 - Second Act Beta!
Will fix that typo
so while items can have same name or even stats, I think each item should have an unique ID, thus I think it's not that the problem. But of course Anima is a better coder than me 
Haha yes I've learned that long ago, when coding Loren. Hurrying like crazy to make a new build at 11PM my time, and then I uploaded a broken version that was unplayable so people couldn't test the whole night when I'm asleep and when in USA is day/evening. Great moveLonestar51 wrote: Relaxing is important, I know. I have seen people work all through the night - the bug was not fixed, but at about 3am they checked in another one
Yes I am not sure 100% but I think I am making a new ID each item when I randomly create them:Lonestar51 wrote:If that were the case, the object should get different stats when the stuff for the merchant gets created. However, if I visit the merchant, up until I buy the stuff the old and the new item have different stats. After buying they are clones, with the stats of the bought item. (Not that your issue is impossible, it's just that I havn't yet observed something like that.)Anima_ wrote:That's probably a problem with the RPGFramework and the random equipment generation. Since we keep only one reference object per ID and some items could have the same ID but different values it would change the values for all items of that ID depending on which object was kept as a reference. I'd need to take a closer look at the code, since the randomization was Jacks per project.
Code: Select all
if self.item["ID"] in self.GlobalItemDict:
self.GlobalItemDict[self.item["ID"]] += 1
else:
self.GlobalItemDict[self.item["ID"]] = 1
self.item["ID"]=self.item["ID"]+str(self.GlobalItemDict[self.item["ID"]])-
renke_
- Elder Druid
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Re: SOTW 0.8.18 - Second Act Beta!
Code: Select all
if self.item["ID"] in self.GlobalItemDict:
self.GlobalItemDict[self.item["ID"]] += 1why don't you use an UUID generator (python should have one, in worst case as module) - collisions are still possible but very unlikely
- jack1974
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Re: SOTW 0.8.18 - Second Act Beta!
Well is better something really unique, I could just have a single counter index that increases for ALL items, no matter the category or name
I'm not sure honestly how many items there can be in the game at the end of it, but even assuming 100 shops, each one generating 100 items, would be 10000 items that shouldn't be a problem (maybe I could free the memory from shops used in past season as the plot advances).
- Anima_
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Re: SOTW 0.8.18 - Second Act Beta!
Sorry I wasn't very clear. Every Inventory stores it's items by keeping one reference copy and the quantities. The sore inventory can have a different reference copy then the party inventory.Lonestar51 wrote:If that were the case, the object should get different stats when the stuff for the merchant gets created. However, if I visit the merchant, up until I buy the stuff the old and the new item have different stats. After buying they are clones, with the stats of the bought item. (Not that your issue is impossible, it's just that I havn't yet observed something like that.)Anima_ wrote:...
RPG Programmer for Winterwolves, currently working on: Amber's Magic Shop
Part-time emotionless AI
Part-time emotionless AI
- fabulaparva
- Elder Druid
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Re: SOTW 0.8.18 - Second Act Beta!
I thought *this* was that thread!yayswords wrote: We should have a nitpicking thread where people can just hurl corrections continuously
Anyways, didn't notice this tiny sprite alignment issue earlier (I must've been concentrating on the comfy sofas in the background....) The Dingirran's headdress breaks apart when his expression changes.
Spoiler:
Chalassa: "I heard that you actually didn't flee from one of your fights today, Riley. That already counts as "something strange", doesn't it?"
Didn't they rest the night after the Krimm & the Horde fight and only then go see the sights? Then that was yesterday, right?
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Taleweaver
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Re: SOTW 0.8.18 - Second Act Beta!
Should be "I heard today..." My bad.



