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Thread: [glitch season reward name] issues

  1. #11
    Developer Veracity's Avatar
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    Revision 19846 adds a new property - glitchItemImplementationCount
    When you implement the glitch item, this increments.
    Additionally, we'll detect the minimum implementation count from the implementation message and use that, if needed.

    Now that I've realized that %monster% is a free fight, I need to add it to my set of daily free fights - and I will add code that will detect the HP/MP/Meat from defeating it and auto-correct the implementation count.

  2. #12
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    I noticed I often get an attempt at implementing about 5 times a day (since a bunch of different scripts call on breakfast to be rerun)
    So maybe have a _glitchImplementedToday property and an if function to check it and only do implement if it is false?

  3. #13
    Developer Veracity's Avatar
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    That was implemented in revision 19848, twenty minutes before you wrote that post.
    It uses _glitchItemImplemented
    No “Today” since that is implied by the _

  4. #14
    Developer Veracity's Avatar
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    Revision 19908 will notice when you defeat %monster% and will deduce the values of the following properties from its Meat drop:

    glitchItemImplementationCount
    glitchItemImplementationLevel

    This takes into account the number of [glitch season reward name] you have in inventory, so should be accurate.

    Revision 19906 calculates %monster% Atk, Def, and HP based on glitchItemImplementationCount. This does NOT take # of glitch items in inventory into account.

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