Ah. Whoops.
Alright, found all of the bugs posted here and patched them. You might want to start a new save, because I was unable to un-bug my Exiled Test Save.
Patched. Thanks for catching that first one.
Edit: Ok so now itās patched for realsies.
Cool game, one of the best on the forum imo. I ended up looking at the files to see what was going on, mostly because I wanted to mod it. Hereās a spoilered bug report resulting from that:
Iām pretty sure the WWDW-leftoverdisposal event is unreachable. Both conditions are never true. Maybe have a condition in the LunchRush event that leads to leftover disposal instead of Continue Working?
Looked at the code, it runs on an or, not an and. So only one of those conditions need to be true for the event to trigger. Therefore, it is possible to see the event, but only if it is picked by the RNG within the allotted window. I could probably make it more likely to appear by pushing it into the array multiple times, though.
Btw, at the moment do clothes actually do anything outside of flavor text?
Currently the only piece of clothing that players can currently get that has an effect that does anything is a hat you get from the current Seasonal Event. However, I plan on adding wearables with special effects (curses, enchantments, etc) in the next update. (In fact, that was actually what I was working on just now).
Ah, I probably should have been more specific.
Or/And is irrelevant to why it never shows up - it doesnāt show up because you donāt define $workEL1 or $workEL2 until after the check is run. If you add print($workEL1) or print($workEL2) directly above the check, it will always show up as undefined.
Oh, well thatās a bug. Those two variables should remain defined for when the passage comes up again. Iāll have to look into why theyād end up losing their definitions, if youāre saying what I think youāre saying, because this is a bigger problem than just that event.The reason the $workEL variables exist is to prevent repetitive events. SO if they arenāt remaining defined, that means thereās nothing to prevent the last two events from being re-triggered repeatedly.
EDIT: So wait, just to be clear: How many times have you tested this in a row? Have you tried <>ing either of the variables after having already run the passage once beforehand? If not, then I do believe the system is working as designed. Because I see nothing that could be causing $WorkEL1 and $WorkEL2 to un-define themselves. ALSO, youāre writing it as $WorkEL1 and $WorkEL2 (not $workEL1 and $workEL2), right? Because Iām 90% sure that variables are case sensitive.
Scripting languages are a pain in everyoneās ass.
That appears to be the problem - the condition for WWDW-leftoverdisposal is checking against the lower case version of the variable, which is never defined. When I fixed that it starts showing up rarely.
How does one access this seasonal event if you donāt mind.
You know, you bring up a good point. Thank you for pointing that out, Iāll have it patched in the next update
Gingerbread House.
Any specific conditions or things that need to happen for that? Iāve been trying to get it to trigger.
Currently itās got about a 2 in 6 chance of being added to the list of things that you could find in the Gingerbread House, then a 1 in 2 chance of being picked from said list. So you only really have about an 11% chance of it triggering under the current configuration. I might increase the odds if I can push out another update before the New Year.
More bug reports:
If you use the āEat Handfulā Option for Red berries, the $numberused amount is never reset and ends up being applied to other consumables, leading to amusing situations like: āYou drink a handful of Essence of Lipomancysā. EDIT: This also only removes one copy of the item, rather than the number used.
The unique immobility endings in Inns donāt happen - the generic ending immediately takes priority over them.
Ooooof. Guess I have to speed up the next update. Thanks for pointing out those bugs.
V0.6.3 is out, Merry Chrysler. Iāll have a patch out some time tomorrow, because there were some bugs that I only saw reported after I finished uploading this version. Hopefully they wonāt be too game-breaking, since they were already in the previous version.
Trade offer - You release crimbass content, I give you bug reports.
Spoilers for the new content!
- Started with commoner, if undefined variables are there for other classes.
- $quest11.stage is undefined at the start of the game and causes errors when you first enter the Widdling Woodsman, talk to the Innkeeper or attempt to interact with the alchemist ever.
- $clothespowers only appears to be defined later in the game and causes errors when you do something that would trigger it.
- This is probably related to a mismatch between references to
$clothespowerand$clothespowers - $identifieditems is not defined, which causes issues with your attempt to hide the Sundressās actual name.
- Your Wearables inventory check for the
Enchanted Sundressis followed by two brackets))rather than one. - Your Misc items inventory check for the
Package for the AlchemisthasIfrather thanif - You forgot to include the switch statement for your new clothing description block.
- Youāve got a
<<print _is>>'tin the middle of the ātoo looseā block - I assume thatās meant to just beisn't - Youāve referenced
DechWD-Prizeroom1descmultiple times but the actual passage is calledDech-WD-Prizeroom1desc <<include DechWD-Chamber1">>- youāve accidentally included a quotation mark when returning to the puzzle room after the getting the sundress.- Youāve set the condition to obtain the sundress to be
if ndef $cursedsundress, which always evaluates to false because $cursedsundress is where you define the stats - you probably want something likeif not ($inventory.includes("Sundress of Digestion")). - Thereās some extra
<</if>>stuff going on in theequip-wearablepassage. Error:child tag <</if>> was found outside of a call to its parent macro <<if>>is a very unhelpful stack trace,
Probably more that I havenāt got to yet.




