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Refactor Skill and Item usability and fix some incompatibilities #2380

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merged 5 commits into from
Oct 11, 2020

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mateofio
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@mateofio mateofio commented Oct 5, 2020

Taken from RE disassembly, which is a bit messy and hard to read here. Needs to be tested to verify.

Tests

Skill Usability Tests

  • Test all 3 Escape conditions
  • Test all 3 teleport conditions
  • Test switch skill + field and battle flags
  • Test states which limit physical and magical rate
  • Test all 5 scopes
  • Test affect none, hp only, mp only, both hp and mp
  • Test heals state which persists after battle
  • Test heals state which ends after battle
  • Test skill which has 1 physical attribute with and w/o equipment
  • Test skill which has 2 physical attribute with and w/o equipment
  • Test skill which shifts physical attribute with and w/o equipment
  • Test all above as skill in map / menu
  • Test all above as skill in battle
  • Test all above as skill item in map / menu
  • Test all above as skill item in battle
  • Test all above as equipment invoke skill item in map / menu
  • Test all above as equipment invoke skill item in battle

Item Usability Tests:

  • Medicine usability
  • Common and Equipment usability
  • Skill book
  • Seed
  • Switch item - with field and battle activiation flags
  • Live party member which can use item required for normal and subskill item skills but not escape, teleport, or switch

RPG_RT bugs ❗

See here: #1486 (comment)

@mateofio mateofio changed the title Refactor IsSkillUsable Refactor IsSkillUsable and fix some incompatibilities Oct 5, 2020
@mateofio mateofio requested a review from a user October 5, 2020 01:16
@mateofio mateofio changed the title Refactor IsSkillUsable and fix some incompatibilities Refactor Skill and Item usability and fix some incompatibilities Oct 5, 2020
@mateofio mateofio marked this pull request as ready for review October 5, 2020 02:20
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mateofio commented Oct 5, 2020

I've tested all the edge cases listed in the original post with a test game. This is ready.

@mateofio mateofio mentioned this pull request Oct 5, 2020
5 tasks
@mateofio mateofio force-pushed the skilluse branch 2 times, most recently from 5c26db0 to 7f06d23 Compare October 9, 2020 12:37
@fdelapena fdelapena requested a review from Ghabry October 9, 2020 18:23
Fixes the following bugs:
* Physical attribute weapon checks skipped if skill changes attribute
* Physical attribute weapon checks do not require 2 weapons flag
* Physical attribute weapon checks require item type is weapon
These can be triggered by equipment which invokes skills,
and they do nothing
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Ghabry commented Oct 11, 2020

@fmatthew5876
To sum this up: What were the biggest bug fixes here? The checkbox-list is not very helpful for a blog post later because it doesn't differentiate between "worked before" and "works now" :)

@@ -255,10 +255,6 @@ bool Game_Party::IsItemUsable(int item_id, const Game_Actor* target) const {
return false;
}

if (data.party.size() == 0) {
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Does removing of this check have any practical use? You can't open the item scene in the menu when the party is empty and there is no event command to use items.

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Maybe not, but having it has no practical use either. It wasn't in RPG_RT so I took it out.

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TBH I don't have a full list. I just decided to clean this up and make it match RPG_RT.

A few that come to mind:

Probably more things got fixed, but I didn't test master thoroughly to compare

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Ghabry commented Oct 11, 2020

hm okay. The next blog will be full of "we changed something but nobody really knows what it fixed" ^^' (looking at you, Interpreter 80 commits refactor)

@Ghabry Ghabry merged commit b0eba25 into EasyRPG:master Oct 11, 2020
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