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Refactor Skill and Item usability and fix some incompatibilities #2380
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I've tested all the edge cases listed in the original post with a test game. This is ready. |
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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
@fmatthew5876 |
@@ -255,10 +255,6 @@ bool Game_Party::IsItemUsable(int item_id, const Game_Actor* target) const { | |||
return false; | |||
} | |||
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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.
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 |
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) |
Taken from RE disassembly, which is a bit messy and hard to read here. Needs to be tested to verify.
Tests
Skill Usability Tests
Item Usability Tests:
RPG_RT bugs ❗
See here: #1486 (comment)