De Morgan's laws are important for evaluating some of the boolean expressions. Remember:
!( A || B) == !A && !B
!( A && B ) == !A || !B
!( A || B) == !A && !B
!( A && B ) == !A || !B
That would be nice. It may be worth thinking about the gamestate as a database we issue queries against, and designing an API around that (or embedding SQLite or something), since we look at so many sets of variables in different ways.I DO think we could use a few methods that break down and simplify obtaining information about a character's state or the state of a given thing in the game - and making it intuitive to find such a method through use of convention.
That would be nice. It may be worth thinking about the gamestate as a database we issue queries against, and designing an API around that (or embedding SQLite or something), since we look at so many sets of variables in different ways.
@Rob Clark
I'm not even sure how we're gonna work that out. We're contributing to something a bit decentralized, at this point. I'm supposing that, considering the depth and breadth of the overhaul we may consider a brand new fork to release on?
Giving the character the 'zealinspiring' trait should do the trick. Either:Hey guys, been following this for a while. I just wanted to know, how do I give a created character the ability to cause addictions? Specifically, Zeal, and the things that are associated with it (Pray, Prostrate, etc.)
Thanks!
Giving the character the 'zealinspiring' trait should do the trick. Either:
Addictions are a little wonky, though
- Add it to the character's .json file
- Edit it into a save, or
- Go to the debug screen (accessible from the credits window) and type '***.addTrait zealinspiring' where *** is the character's type (for custom characters, the type is NOT`necessarily the same as the name, it's in the .json). Then hit enter.
I was just curious about the rough state of the overhaul at this point. I realize there were a ton of game breaking issues in the last official release of the mod so I can understand the importance and need for a detailed overhaul. But without actually opening up those files in the github it is difficult for the casual player to actually get a feel for how close to a new stable build this is coming along. Honestly, I would just be happy to have the game working well enough that it wouldn't break all the buttons and stop moving forward during high level games. That's the main reason I quit playing it. I could play it fine in the low levels. But once you jumped up in the 100's you had to watch out because it could suddenly break at anytime during the battle and exploration part of the game.
Also, if there is a way to go about compiling the current branches into a build it would be kinda nifty if someone could at least leave directions on the github project site. I might try to do it because I've been curious about all the tweaks that I see being discussed in here. If it isn't practical to try to compile and play it in the casual player setting yet then I'll just wait until you folks decide it is ready for a new release again.
On a side note. I discovered that the one mod RC on page 79 I believe that's dated 24092017 seems to not want to launch at all. Of course it might be due to the fact that Java has recently released their new 10 series platform which is replacing platform 8. You have to go to their JAVA SE development page to get it though. The standard download pages only give the 8. Its funny though because the RC2 releases that were dated from back in april of 2017 seem to run fine with it. I dunno if it was a bad compile or if there was a tweak in it that the platform 10 doesn't want to let it launch. You double click or right click and say open. The icon flashes for like a fraction of a second and then nothing happens. I'll just try playing the RC2's which are newer versions than the last stable release at least.