01-06-2016, 11:00 PM
Looks like I wasn't the first to download your demo. But a glitch was found, and it was in the code, not the config.
First, I have to make this announcement. Apparently, I only had version 1.1 online within my Box.Com account. It is the same version that Melana had uploaded, so I am fairly certain that the 1.5 version which included a method to bring up a skill tree per actor ID in the database was on my previous filesharing account... and now gone. As such, the Limit Cap system and cleanup performed are gone as well.
However, the minor glitch that I fixed over a year ago (involving character's starting skills and the passive effects system 'not' taking place) has been worked out and re-implemented. A character who begins the game with a skill that is assigned a passive effect will have the bonuses of said passive effect.
Now..!!! There was a very odd issue involving the data load of skills from actor's skill trees. This was the glitch that caused Melana some headaches. The data is supposed to be performed in a top-down method, loading the very first array row, then the next... and so forth. However, the system had issue once a tree branch had more than 4 rows. In this, the load order of the branches began with the bottom-most and caused havoc with the system which assumed the top-left most skill in any branch was the origin-point when a tree is loaded. Because of this incorrect load order, it attempted to begin the skill tree at the bottom-most set of branches, and the cursor system could not advance.
Work was performed in the 930-ish line area of the script to add additional code. This code was used to ensure that data from the rows loaded in the proper order.
Still, that is not the only change performed in the script, so it is not recommended to perform any direct edits to the script other than the configuration section itself. At least, the configuration section's layout should be the same. If not, a previous version could have come into play; such being Micko's original that I touched up. Not recommended.
Bump
to version 1.6
to version 1.6
First, I have to make this announcement. Apparently, I only had version 1.1 online within my Box.Com account. It is the same version that Melana had uploaded, so I am fairly certain that the 1.5 version which included a method to bring up a skill tree per actor ID in the database was on my previous filesharing account... and now gone. As such, the Limit Cap system and cleanup performed are gone as well.
However, the minor glitch that I fixed over a year ago (involving character's starting skills and the passive effects system 'not' taking place) has been worked out and re-implemented. A character who begins the game with a skill that is assigned a passive effect will have the bonuses of said passive effect.
Now..!!! There was a very odd issue involving the data load of skills from actor's skill trees. This was the glitch that caused Melana some headaches. The data is supposed to be performed in a top-down method, loading the very first array row, then the next... and so forth. However, the system had issue once a tree branch had more than 4 rows. In this, the load order of the branches began with the bottom-most and caused havoc with the system which assumed the top-left most skill in any branch was the origin-point when a tree is loaded. Because of this incorrect load order, it attempted to begin the skill tree at the bottom-most set of branches, and the cursor system could not advance.
Work was performed in the 930-ish line area of the script to add additional code. This code was used to ensure that data from the rows loaded in the proper order.
Still, that is not the only change performed in the script, so it is not recommended to perform any direct edits to the script other than the configuration section itself. At least, the configuration section's layout should be the same. If not, a previous version could have come into play; such being Micko's original that I touched up. Not recommended.