- May 7, 2017
- 359
- 1,099
I remember those variable typos - I started the game with XxxxxCccccc, but the more I got into the coding, the more I favoured xxxxxCccccc, which in no way was a wise move...I am the one that made the bugfix mod and it's been made "official" by Faldir/Beornwahl. Is there some other reason you don't want to use it?
I don't recall the exact problems in the original. It's been over a year and I made a lot of changes. I do remember (from checking my notes) that there were many instances where variable names had typos. For example:
Code:BastetChildren bastetCildren NisseChildren NisseCildren
The passages that deal with births are "High Births", "Low Births", and then the various races such as "fox", "mouse", etc.
The passages "High Preg" and "Low Preg" calculates whether or not impregnation occurs.
The passage "End Week" also deals with incrementing the various pregnancy tracking variables.
EDIT: I just remembered that all the girls were indexed into a single array. In order to pass information between various passages, a variable (I think it was $activeSlave) was used to keep track of the index of the current girl you're interacting with. However, I think in some cases $activeSlave got changed inadvertently which caused the wrong girl to be affected when the player did not switch interaction targets.
$HumanGrandchildren
SetSugarCube.State.variables.HumanGrandchildren = 0
in the browser console.
The array for girls - activeSlave - goes beyond my own understanding. Original taken from Free Cities (even with the author's permission) was a code I didn't know well enough to work with in depth and bugs were thus left about.
So, in sum, if 1492's bugfix mod (which I use myself) can't fix the trouble - then I, the author, sure as heck can't either.