[0.9.001-PUBLIC#1986] Great Majin movement update, round two

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one_two

Well-Known Member
Jan 20, 2022
457
130
There's a few remaining issues with Great Majin access and/or flying around, after initial meeting:

#1

the function majinHere() in shizuyaGreatMajinFunctions.js is hardcoded to return "not here" instead of result based on comparison between player's and Majin's locations:

JavaScript:
window.majinHere = function() {
    return false; // TODO: this is temporary bullshit.
}

in Flash version:

JavaScript:
public function majinLocation(newLoc:String = "read"):String
{
    if (flags["SHIZZY_TRAP_ENCOUNTERED"] == undefined) return null;
    if (newLoc != "read")
    {
        // Excluded locations
        if(InCollection(newLoc, privateHangars())) return null;
        chars["SHIZUYA"].majinLocation = newLoc;
    }
    return chars["SHIZUYA"].majinLocation;
}

public function majinHere():Boolean
{
    return majinLocation() == shipLocation;
}

as a result, the button to enter the Great Majin is never added to the hangar menu, even if the ship is actually parked there.

#2

majinUpdate() seems to execute ship movement only once -- the value of initially undefined flags["MAJIN_LAST_FLIGHT"] becomes 1 (instead of the day the last flight took place) and remains set at 1; the values of shizuya.location() and shizuya.majinLocation, while no longer null, remain unchanged over time as well.
 

Gedan

BUTTS BUTTS BUTTS
Staff member
Aug 26, 2015
8,008,907
8,008,325
Fixed. Somebody else had half-moved the location code somewhere else but hadn't finished it off and I didn't notice in the process of messing with things that I could clearly see were broken.
 
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