SOTW 0.8.24.18 - Second Act Beta!

The tale of the siblings Althea and Shea https://www.winterwolves.com/seasonsofthewolf.htm
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jack1974
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Re: SOTW 0.8.18 - Second Act Beta!

Post by jack1974 »

You know what will send you the updated code and the save 8)
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Pace675
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Re: SOTW 0.8.18 - Second Act Beta!

Post by Pace675 »

What this little grammar mistake pointed out?
Spoiler:
Image
should be what she knew:
I just have to say:
Spoiler:
Image

RAWR!
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yayswords
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Re: SOTW 0.8.18 - Second Act Beta!

Post by yayswords »

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 :)
If at first try it doesn't explode, it ain't Jack who wrote the code.
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Lonestar51
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Re: SOTW 0.8.18 - Second Act Beta!

Post by Lonestar51 »

jack1974 wrote:I haven't tried yet, since I'm relaxing now. Will try tomorrow morning my time :P
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 ;-)
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.
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.)
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jack1974
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Re: SOTW 0.8.18 - Second Act Beta!

Post by jack1974 »

Will fix that typo :)
Lonestar51 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 ;-)
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 move 8)
Lonestar51 wrote:
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.
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.)
Yes I am not sure 100% but I think I am making a new ID each item when I randomly create them:

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"]])
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 :)
renke_
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Re: SOTW 0.8.18 - Second Act Beta!

Post by renke_ »

Code: Select all

if self.item["ID"] in self.GlobalItemDict:
    self.GlobalItemDict[self.item["ID"]] += 1
but it is possible that ID+1 is already used...

why don't you use an UUID generator (python should have one, in worst case as module) - collisions are still possible but very unlikely
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jack1974
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Re: SOTW 0.8.18 - Second Act Beta!

Post by jack1974 »

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 :P 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).
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Anima_
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Re: SOTW 0.8.18 - Second Act Beta!

Post by Anima_ »

Lonestar51 wrote:
Anima_ 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.)
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.
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fabulaparva
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Re: SOTW 0.8.18 - Second Act Beta!

Post by fabulaparva »

yayswords wrote: We should have a nitpicking thread where people can just hurl corrections continuously :)
I thought *this* was that thread! :P

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:
Image
Also, upon meeting Chalassa the first time, just before that annoying assassin boss:
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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Re: SOTW 0.8.18 - Second Act Beta!

Post by Taleweaver »

Should be "I heard today..." My bad.
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