Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Slight Signpost refactor and slight Muse mayo #1345

Merged
merged 13 commits into from
Aug 10, 2015
Merged

Slight Signpost refactor and slight Muse mayo #1345

merged 13 commits into from
Aug 10, 2015

Conversation

charmsRace
Copy link
Contributor

Using .Level for signpost activation was causing weird buying effects, so I switched it. Also, Muse now has a correct description if you're somehow reading it while Muse is locked (like favorites). However, #1332 is not fully resolved.

@charmsRace
Copy link
Contributor Author

Hey @pickten - I reverted my changes to the RewardOptions because I thought I had broken QQs, but after reverting and messing around, I think there was a problem before. QQs were throwing exceptions. Changing a .indexof() to .indexOf() removed the exceptions and caused QQ/Mario to unlock ASHF again, but neither is opening Vaults for me. I think it might have to do with the same line: !string.indexOf(item) is probably not the boolean you're looking for, since -1 == true and 0 == false (and JS starts indexing at 0). But I fiddled around with it, and couldn't fix QQs - so could you check and make sure you can still open LVs?

@pickten
Copy link
Contributor

pickten commented Aug 7, 2015

Damn. I thought it worked before. Rechecking.

Edit: It was actually the correct bool, because the point was checking to make sure it wasn't something that needed special treatment. Are you sure it wasn't opening vaults and not just remaining silent? I'd had a bug preventing notifications, but that's all I could find on first glance (not much time right now).

@charmsRace
Copy link
Contributor Author

Ah, damn. I'm sitting with Mario on, Rob buying vaults and keys, and watching the LV stats screen, and nothing's happening. Is it on my end, then? I hadn't thought I'd ever changed logicat code before this merge but maybe I'm wrong.

Side note: Where they are now, Molpy.LogicatRewardOptions et al. cause intermittent crashing (when Molpy.RewardLogicat() gets called before Molpy.LogicatRewardOptions gets a chance to be defined, something to do with whether you load or import and your save options or something). I'm also not really sure where they should go, but putting them immediately before Molpy.RewardLogicat() seems to work for now.

@charmsRace
Copy link
Contributor Author

I think the location of Molpy.LogicatRewardOptions maybe what's causing the problem for me... but figuring out where to put it is a fresh hell, for whatever reason. I can't find somewhere that looks reasonable and is posterior in scope to both Molpy.Boosts being populated and Molpy.BoostsByFunction being defined. Since they aren't functions (and I realize now that that is the point), the scope is much more important... sigh.

… et al. so they are defined at the appropriate time
@charmsRace
Copy link
Contributor Author

Okay, I have written Molpy.BuildRewardsLists(), which prevents the scope-related crashing (and Molpy.LogicatRewardOptions sometimes returning an empty array). It remains to be seen whether I can figure out why I'm not opening any vaults (or unlocking ASHF, come to think of it).

@charmsRace
Copy link
Contributor Author

I think I have found the problem for vaults: it's inside Molpy.UnlockRepeatableBoosts. In the block

var RobbySee=Molpy.Boosts['Rob'];
var RobbyDo=[];
for(var thingy = 0; thingy <= RobbySee.bought; thingy++) {
    var item = Molpy.BoostsById[thingy + 1];
    if(item.power) {
    RobbyDo.push(item.alias)
    }
}

RobbyDo ends up being wonky things. For me it ends up being ["Huge Buckets", "Helping Hand", "Cooperation", "Spring Fling"]. If I hardcode-jumpstart var RobbyDo = ['Vault Key'], vault key autobuy starts working again and I start opening vaults. Actually, with this problem in mind, it's odd that Locked Vaults themselves autobuy, isn't it? Anyway, I hope this helps you figure out what's going on. I'm going to work on other stuff for a while.

eternaldensity added a commit that referenced this pull request Aug 10, 2015
Slight Signpost refactor and slight Muse mayo
@eternaldensity eternaldensity merged commit acf01a6 into eternaldensity:master Aug 10, 2015
@pickten
Copy link
Contributor

pickten commented Aug 10, 2015

Wow, OK. That's very helpful. I didn't have time to check anything (no internet connection for the last 3 days), but that makes sense, since most of the rest of the code for repeatable is copied from the original boost funcs. I think what's happening is that, rather than take the targets, it's getting the default for some reason, in which case i probably misunderstood the original code.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

3 participants