Re: SOTW 0.8.18 - Second Act Beta!
Posted: Thu Jul 17, 2014 8:21 pm
You know what will send you the updated code and the save 
Pc games and mac games
https://www.winterwolves.net/
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.
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"]])Code: Select all
if self.item["ID"] in self.GlobalItemDict:
self.GlobalItemDict[self.item["ID"]] += 1Sorry 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:...
I thought *this* was that thread!yayswords wrote: We should have a nitpicking thread where people can just hurl corrections continuously