So, there’s a bug early on in Ch.6, which, considering it’s been out for months, only mean you lot are shameless cheats (because it’s beneficial bug)
*gosub_scene quicks janken "Guiren"
*if (janken = "Victory")
//...
*if (fishfactor = "")
[b][Aura Pressure + ${apval}][/b]
*set aurapressure + apval
*elseif (fishfactor = "Guiren")
//...
*else
//...
*goto searchinthatbonito
the thing is, the else
branch where you lose the rock-paper-scissors for the fish with Guiren, never marks him as the person who gets to enjoy the spoils, so you get that AP no matter if you win or lose.
(of course if there wasn’t a bug there’s no frickin’ way in hell i’d be giving up on 72 AP without a reload, but that’s another story)
edit:
one more bug, siding with pirates and competently taking out Gong gives no AP reward because the relevant variable isn’t set:
*if (passcheck)
Your fist slams into the eunuch's pudgy face.
//...
*set val + (3 + fightbonus)
*gosub_scene quicks apboost
should be something like *set apval (val + (3 + fightbonus))
if am not mistaken.
edit 2:
*selectable_if (leonagone > 0) #"Leona, throw Bo off the cliff."
This was probably supposed to be (leonagone = 0)
instead, otherwise that’s one hell of a trick for not present Leona to pull off.
edit 3:
[Your Weighted Clothing is no longer heavy enough to challenge you. Seek out heavier weights to regain its benefits.]
this message shows up in middle of Ch.6 but it might be worth noting that this effect actually happens earlier – the weight doesn’t have any effect from mid Ch.5 onwards (i.e. the fight with Taio) because that’s marked as chapter “5.5” and the weighted clothing with its weight of 5 doesn’t pass the 5 >= 5.5
check at the end of the fight.
edit4:
*set val 10
*if ((element1 = "Water") or (element2 = "Water"))
[b][Water Event: Haul Increased][/b]
*line_break
*set val + 2
*if ((subrace = "Monkey") or (subrace = "Reptile"))
*if (subrace = "Monkey")
[b][Monkey Tail Event: Haul Increased][/b]
*else
[b][Lizard Tail Event: Haul Increased][/b]
*line_break
*set val + 2
[b][Item Gained: 10 Loot Crates][/b]
*set loot + 10
The amount of gained loot is fixed at 10, despite what optional events may claim. Should be *set loot + val
and the message also to use the variable.
edit 5:
*if (((((element2 = "Fire") or (element2 = "Storm")) or (element2 = "Wind")) or (element2 = "Light")) or (element2 = "Water"))
*line_break
[b][Synergy Bonus: +1 Power due to Yang-attuned ${element2} Element.][/b]
*set power + 1
*if (((element1 = "Ice") or (element1 = "Earth")) or (element1 = "Darkness"))
*line_break
[b][Synergy Bonus: +1 Fortitude due to Yin-attuned ${element1} Element.][/b]
*set fortitude + 1
The Yin crest only checks element 1, while Yang crest only checks element 2. This can lead to absurd situation where the player misses out on a synergy (or both synergies) even though they have relevant elements, because these elements happen to be in “wrong”/opposite slots due to order they were acquired.
So e.g. if you wanted to have Darkness in Yin slot and Wind in Yang slot, you’d need to hold off acquiring the wind until Ch.5 where you get the darkness (or pick the darkness as mandatory 1st element in Ch.3) and only then get the wind using the memorywell elixir, i suppose. This would be such dumb kind of meta-gaming that it’d really should be fixed with both these pieces of equipment simply checking both of the slots. Or maybe the elements could automatically bind to their “proper” slot (so, slot 1 for yin elements and slot 2 for yang ones) if they have both slots to choose from, idk.
edit 6:
*if ((element1 = "Light") and (element2 = "Light"))
#Cheat [Light Element, Costs 1 Chi]
//...
*if ((element1 = "Wind") and (element2 = "Wind"))
#Cheat [Wind Element, Costs 1 Chi]
these should be or
checks instead of and
edit 7: the Reinforcement ritual is referred to as a seal by the game, but it’s not included in the list of “known seals” on the stats page, if the MC learns it.
edit 8: crafting a Jade Kunai (through the option to replace your existing kunai when the MC already has basic one) grants the MC another set of bonuses they get from acquiring the basic kunai, which likely wasn’t intended.
Also regarding options to replace existing weapon, these seem to be bugged too: all checks are done for and ({material#3} = 1))
which means the player can only replace their basic weapon with one made from Jade. The check should be probably for and ({material#3} > 0))
edit 9: minor display bug on the inventory page. Because the weight
variable for improved weighted clothing changes value between 4 (when unequipped) and 9 (when equipped) the inventory page always lists unequipped weighted clothing as if it’s the basic variant (becase the check weight > 5
is never passed)
edit 10:
*if (lore >= 2)
*line_break
[b][Lore 3 Check Passed, Fishing Score Improved Further][/b]
the text and the check values don’t match.
*if (survival >= 3)
*set fishscore + 1
*line_break
[b][Survival 3 Check Passed, Fishing Score Improved Further][/b]
*set fishscore + 1
This check applies bonuses twice. Combined with the bug above, i’m guessing these were supposed to be two-tier, with bonus point for skill at 2+ and another for skill at 3+
edit 11: kinda logic error in the whole fishing thing:
*set fishscore (thievery + survival)
//...
*set fishscore (deception + survival)
//...
*set fishscore (perception + survival)
Nearly all fishing options other than Swim out and cast in the waters.
negate all bonuses acquired during the preparations, because they set fishscore
anew instead of adding to it.
The clerk looks at your fish
*if (fishscore >= 10)
with his eyes nearly bulging out of his head. "D-Don't just stand there, fool! Place it on the scale!"
*if (fishscore >= 7)
with an appreciative nod. "Not bad, come with me and place it on the scale."
should be elseif
for the second check, otherwise it prints both texts for score of 10+
edit 12:
*if (style = "Kurkonton")
//...
[b][Kurokonton Event: Damage Increased][/b]
*set dmg + 2
typo in the style name in the check, causes the game to skip damage bonus.
edit 13:
#Draw my ${equippedweapon} to sever the tendril holding up its glowing orb.
not sure if that’s intended but this option doesn’t actually affect the fight in any way – passing the combat check deal no damage, doesn’t reduce the difficulty in subsequent part and doesn’t set any flags. It’s just flavor text, unlike other options which do deal damage to the beast.
edit 14:
*if (flagshiptype = "Combat")
[b][Combat Ship Event][/b]
this check fails due to wrong capitalization, the string it should be testing for is combat