Wednesday, July 1, 2015

Revision 4217 - Revision 4226

Revision 4217
Lillibilli: 


<div class="markdown_content"><p>Fixed a potential bug in one of the scenes of the Niji quest.<br>
Minor typo correction by Blade1301 in one of the quest dialogue.<br>
Added climate data for maps missing it. (Please guys in the future do keep track of what maps are added to the game and in what climate they need to have)</div>


Revision 4218
Edwards21: 


<div class="markdown_content"><p>Adding blank maps for placeholder to be used in Big City Shenanigans.</div>


Revision 4219
Edwards21:


<div class="markdown_content"><p>First City - Military District geography completed! Needs some sprucing up, but early decorations are handled. </p>
<p>Maps 713-716 added, all outdoor City areas. Only Map 713 has any data in it.</div>


Revision 4220
Lillibilli:


<div class="markdown_content"><p>Merged st's shop update, the shops will now show a picture of the currently selected actor, and a bit more info is given.<br>
Skill shop does not yet have the update.</div>

Revision 4221
Drdrak:

<div class="markdown_content"><p>Added girl logs for pastimes</p>
<p>Modified:</p>
<p>def handle_pasttime_effects(cust,pasttime,wants)<br>
to make calls to the logging mthod</p>
<p>and</p>
<p>def handle_girl_log(girl, reason, data = nil, add = false)<br>
to handle those calls</div>


Revision 4222
Lillibilli:


<div class="markdown_content"><p>Significantly improved startup load time by prebuilding a cache of the compiled XMLs data.<br>
Changes to XMLs or States database will need the cache rebuilt or the startup done through XMLs.</p>
<p>Note to devs and modders:<br>
To rebuild the cache open Debug.txt and change the <recompile_cache> tag from false to true and open the game, a prompt will warn you when the cache has been rebuilt, at which point it is possible to turn the tag back to false to enjoy the improved startup time, in alternative you can turn to true the <xml_import> tag, which will make the startup process relay on the XMLs but will not rebuild the cache.</p>
<p>Animations, Tilesets, Common events, System, Enemies, Troops and Maps still use the original rxdata files so changes in the editor for those will register without having to rebuild the cache.</div>


Revision 4223
Lillibilli:


<div class="markdown_content"><p>Fixed tactics system not being cached during cache building, tactics should now work as well as before.</div>


Revision 4224
Lord-kaumas: (the new guy)


<div class="markdown_content"><p>Moved code to pick map for brothel rooms from maps to a central script</p>
<p>As it is a proof of concept for a possible approach, everything in this commit adds to a new directory rather than overwriting/modifying any existing files.</p>
<p>Map selection is simplified a great deal by splitting up the code and only have one purpose for each method.</p>
<p>- one method to look up the map ID for a room. It is given a brothel ID and room name (like 1 and :MainHall) and it returns the room ID with the current room expansions</p>
<p>- maps now move based on transferPlayer, which aims for a room and event rather than map ID and coordinates</p>
<p>Example: transferPlayer(1, :Exterior, "Front Door", :Down)<br>
This will move the player to the outside of brothel 1, stand on the event called "Front Door" and will look down. No need to figure out which mapID the exterior has with the current rooms.</p>
<p>More code is added for stuff like looking up coordinates of events. This is generic coding and will not need updating as more brothels use this setup.</p>
<p>Brothel 1 (The Fishing Hole aka Docks/beach brothen) has upgraded maps as proof of concept.</div>


Revision 4225
Lord0kaumas:


<div class="markdown_content"><p>Missed adding one map in last commit</div>


Revision 4226
Lillibilli:


<div class="markdown_content"><p>Dev only:<br>
Added brothels id constants to the database, under the module BROHELS_ID</p>
<p>list of added constants:<br>
BEGGER_PALACE<br>
FISHING_HOLE<br>
HARPY_NEST<br>
FARMERS_DAUGHTERS<br>
SUNSONG_RANCH<br>
ISLAND_SHACK<br>
DESERT_SHACK<br>
MOUNTAIN_SHACK<br>
RING_OF_FIRE<br>
TAVERN PHOENIX<br>
WAYFARER_HEARTH<br>
LIGHTHOUSE</div>

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