One more bug with runestones, although this one is weird.
*choice
#Rune of Giants. [Power]
*set runesealritual + 1000
#Rune of Protection. [Fortitude]
*set runesealritual + 100
#Rune of Journeys. [Agility]
*set runesealritual + 10
#Rune of Destruction. [Soul]
*set runesealritual + 1
The first three options work properly, but for some odd reason the last option, for soul rune doesn’t set last digit of the runesealritual to 1 like it’s supposed to. As the result, picking that rune causes the MC not to receive the soul core bonus, when the player activates the runes.
(no idea if it’s because the numbers are held as floats internally and “1” happens to exceed supported precision with a number this large, or if it’s something else… but it happens)
The other three work as expected.
edit: playing with it some more, it definitely seems to be a precision issue with large numbers which are stored as floats under the hood. Note how resulting values differ from what’s requested:
I guess a work-around could be to set the flag as something like “5” and then test if the value is > 0. Note that the same issue is likely to affect all variables which store their flags in this manner. That last digit is potentially going to be off, for 15+ digit long numbers.
Yeah I’ll need to shorten runeseal like I shortened the others. Probably split it into two variables. Might need to shorten techniques too, will see. Good catch.
You can swipe or buy a memorywell elixir in town in ch.4 and give it to one of them during training trip. Not sure if you can get more than one, without triggering cultivator-anon’s PTSD, at least.
Is there a way to save and continue cause I don’t really have to time to sit and play for a while I don’t know if it’s me or it is something broken on my end
Yes there is indeed a save feature. Cogdemos has a different save plugin than itch so if one doesn’t work try the other. I know Apple has an issue with local file storage so you might need to change a feature for that.
So, uh, a bit of a fun exploit. If you have a weapon with attached soulsoak effect (the chi-storing) in theory, you can draw ~2 chi from it every few days.
But if you absorb the Chi, then unequip your weapon, then equip it again, it’s instantly re-charged and ready to be absorbed from again. Rinse, repeat. As many times as you need/want.
The bonus fun is that absorbing Chi if your Chi pool is full actually adds equivalent 2 AP instead. But then again, if someone wanted to use it to increase their AP bin two points increments, then may as well just open the dev console and do it all in one command. /s
The if statement above that shows the real option is to be a Reptile Yokai. The “else” option is rewording it for non-Yokai to try, which is doomed. So to do it you need the right race.
*gosub_scene quicks costcalc shipbuy
*line_break
[b][Prestige Increased][/b]
*set prestige + 1
*set placevisit + 10000
"Oh!" He exclaims, holding the large sum of money in one hand. "I will have my best men finish your ship as soon as possible."
[b][Item Gained: 1 $!{flagshiptype} Ship][/b]
*set shipcount + 1
The ship is added to the total count but not made available, because it’s missing the matching command
*set shipsleft + 1
There’s a work-around for sort where if you send some of your ships out and then issue the command to call them all back the variable will be properly re-initialized to match the new total, but it doesn’t seem to happen otherwise on its own and so your new purchase is never up for assignment.
(it’s probably what another poster experienced upthread, where they couldn’t spend the night on the ship even though it was listed)
edit: same thing happens with the ship you can… persuade Leona to return:
[b][1 Ship Acquired][/b]
*set shipcount + 1
You release her and return to your seat, calming down. "I'm assuming you called me over for a reason."
The game doesn’t take into account the MC could be wearing another wardrobe item with associated bonuses. Because that item doesn’t get unequipped using the subroutine that bonus will stay around permanently and stack with any potential bonus attached to wardrobe item the player puts on next.
You know speaking about that, I’ve actually been pretty curious about what the most popular and most used “Elemental Combos” are so far considering that some scenes do depict 2 elements being used together sometimes, though I do not really know all of them because I mostly just pick random shit for the lulz.
Hey so why cant we keep the freestyle style? Its not a big issue but i was going for a wukong kind of character so i felt freestyle was the best option.
Think the whole point is specializing and mastering a specific style and if you notice there are events that can happen or trigger with each style and everyone having their individual perks. I think that’s also the reason why early in the game you have to specifically choose a refined style and subsequently hone said style. Freestyle isn’t really an option because of how the IF is structured and the potential for individual events depending on which of the five styles you learn