There's a few remaining issues with Great Majin access and/or flying around, after initial meeting:
#1
the function
in Flash version:
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
#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.