Do you have a screenshot of this one? Usually the position of the error can help me close in on the source.
isnāt or arenāt, depending on the value of _is.
Anyway, I should have every bug Iāve been able to track down sorted out, including some really old bugs that have slipped under the radar for a concerningly long time. Enjoy the patch!
Can you tell I was working on this very late at night? lol
Using equip doesnāt apply the curse as well.
EDIT:
I donāt think youāve included a passage to reach the curio shop after leaving it the first time.
Thereās a missing <</if>> for your set $vielcurio to 2 statement.
Every option for dispelling curses has the same error:
Error: <<if>>: bad conditional expression in <<if>> clause: State.variables.hat.special.filter is not a function - Probably because special is a string and not a list that would make sense to filter? I assume you thought āWhat if something has multiple cursesā when designing the curse removal shop.
If you decline to have anything appraised thereās no way to go back.
Thereās a contingency for if the player is wearing multiple cursed items, not for if an item has multiple curses. However, my intention was to check and see if the $[item].special string contains āCurseā (or āCurse ofā, I donāt quite remember) so I donāt have to make a full list of every curse to check for. Iāll have to look into making that work.
Edit: Can you tell Iāve been sleep deprived while working on the last several updates? Lmao
Edit 2: Because I sure can, holy smokes thereās a lotta silly screwups in the code!
The latest patch should hopefully fix everything.
Oops, patched it. Apologies for the inconvenience.
Still not letting me in for my save. Hereās the full error log if it helps.
Error: <>: bad conditional expression in <> clause: undefined is not an object (evaluating āState.variables.quest11.stageā)
<<if $alchhomelock is true or $quest11.stage is 2>>It would seem that the Alchemist is rather busy at the moment. At least, she doesnāt seem to be opening her doorā¦
<<include āDechraumarketā>><><<switch $quest3>><<case 2>>You knock on the (rather unusually) fortified-looking door of the Alchemistās house, and a slot slides open.
āWho goes there?ā A stern-sounding voice says, presumably from the person behind the door who appears to be looking you over, presumably the Alchemist.
You identify yourself and inform her that youāre from the Adventurerās Guild. She slides the slot closed and, after a few moments, opens up the door. āWell then hurry on in! Her Eyes could be anywhere!ā
Before you are able to ask the Alchemist what sheās talking about, she drags you into her home and closes her door.
[[Continue->MeetingTheAlchemist]]<<case 3>>You knock on the Alchemistās Door and a slot slides open. āAh, look who decided to show up again!ā The Alchemist says, her squinted eyes glaring at you through the slot. āDid you reconsider my offer?ā
[[Yes->helpalchemist1.5]]
[[No->donthelpalchemist1.5]]<<case 4>>You knock on the Alchemistās Door, but you donāt get an answer. Perhaps sheās too distracted with an experiment to hear you.
[[Continue->Dechraumarket]]<>You knock on the Alchemistās Door and a slot slides open. After a quick looking you over, she opens her door and lets you in.
[[Continue->Enter Alchemistās Home]]<><>
Iām starting to have a strong dislike for Objectsā¦
Try this patch on for size.
Itās probably worth adding if ndef checks immediately before something is referenced to create a default version of the object when it doesnāt already exist. That would give backwards compatibility to older saves when you introduce new objects.
Yeah, that it the current plan. I also donāt intend to touch any of the old variables since they work well enough.
Still no dice Iām afraid, new error message this time as well.
Error: <>: bad conditional expression in <> clause: Unexpected identifier āStateā. Expected ā)ā to end a compound expression.
Pain. Suffering, even. Iāll have to look further into this in the morning.
The error with the Alchemistās House is fixed by removing the $ prefix from ādefā in the following line:
āif $alchhomelock is true or ($def $quest11 and $quest11.stage is 2)ā.
This is a minor problem, but the Nobleās āundignified clothesā blurb fails to display. This seems to be due to it being pushed as āblurb-undignifiedā while itās defined as āblurb-undignifiedclothesā.
Yeah, thatād probably do it. Patched.
good game but, for later in development i think it would be a cool mechanic for ways to counteract immobility without just losing weight, like the magical equivalent of a mobility scooter or something. and then any later weight stage could be locked behind that. would add a lot more depth id say


