-
Notifications
You must be signed in to change notification settings - Fork 199
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Increment SaveInventory::steps and fix state damage algo #1472
Conversation
* Ticks when player moves with keyboard * Ticks when plyaer moves with keyboard in a vehicle * Does not tick for events forcing player movement * Does not tick for moving once space to embark/disembark * Tested and matches RPG_RT behavior
No I think it's only for use in "change variable" |
In steam rm2k there is no option to set a variable to steps from the EDIT: Steam rm2k3 also does not support this feature in |
You are right. That was my mistake. I confused it with RMXP which had this option. EDIT: I'm talking only nonsense today. I meant the conditions which have field HP/MP reduction every X steps. Not terrains. X.x |
I see it now. It has the benefit of making the start of the effect more random and the effect steps persist after a save game. Right now in |
* Matches RPG_RT * Prevents save scumming to avoid state damage * Fixes a bug there Player would trigger damage on every step if the hp modifier was > 0 but the steps modifier was 0. It should be disable if steps is 0.
Tested this against RPG_RT and behavior matches. Ready to be reviewed and merged. |
great, when I was discussing this with Sormat weeks ago we tried to figure out how RPG_RT saves this |
Co-Authored-By: fmatthew5876 <[email protected]>
This counter ticks in RPG_RT and is stored in the save data, but outside of that it appears completely unused.
@CherryDT Is there anything we should be doing in the interpreter that depends on this?