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.

>> You forgot to mention the fix in whatsnew.
>
> Oh, yeah, I better. I had not realized how old this bug was, and was
> thinking it was a post-alectormancy nightly problem.
>
> ---
> James
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