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I struggle to adequately describe what happens in the onEventUpdate block for the Chocobo Raising event. It's madness. It works a little bit like an interpreter, where the cs option is the instruction, and the arguments you pipe into the event update are the arguments to the instruction.
This was all mapped out by hand. This was likely one of the first steps in my descent into madness.
I was complaining on stream: I don't know what an adequate place is to "early access release" this is. There are a lot of steps required to get a callable chocobo from this system, and if all the side-bits aren't in place it ends up just being a (real-life) 45 day wait, or something.
Map out enums for internal types (stage, colour, abilities, weather, affection)
Map out stats and packing for CS's
Map out main menu (215)
Handle initial egg trading
Map out the appearance, name and sex of the chocobo
Appearance update (244)
Chocobo condition (251)
Care for your chocobo (243)
Map out debug commands
db migration script
Make sure new char_chocobos table is protected
Chocobo age tracking
Correct requires in all lua files
Name your chocobo (success) (255)
Name your chocobo (failure) (12799)
Make naming more stable
Fix renaming
Scold the chocobo (13298) (all stages)
Handle food trading (241)
Food auras
Food table
Food effects
Location checking
Negative status resolution (food or otherwise)
"Update machine" playout (248)
What does 214 do? (always zero's)
Watch over your chocobo (12530)
Short walk (all nations)
Medium walk (all nations)
Long walk (all nations)
Walk sub events
Getting items from walks
Walk drop tables
Collecting items from "watch over your chocobo"
Learning stories from walks
Discernment gate for story telling
Tell a story (13042)
Set Basic Care menu (250, 254, 510, 766, 1022)
Care plan updates
Basic report playout
Handle xDays multipliers for full and skipped playout
Basic care plan playout
Play CS (246)
Report (Brief) (256)
Skip Report (504)
Buy chocobo whistle (221)
Receive your chocobo whistle (222)
Drop and rebuy chocobo whistles
Register/re-register your chocobo
Retire your chocobo
Retirement stuff
Cards and plaques
Manipulate time for chocobo
Test custom day lengths
Debug CS events in each raising zone
More comments for the state machine
More comments in the main script
Address all TODOs
External quests that feed into raising system
Egg exdata setting/extraction/ransomisation
Breeding
Compete with others event
Setting your field chocobo to be called with Chocobo Whistle
Stat growth through care plans and care actions
White handkerchief quest
Initial database layout and core bindings (create/read/write/delete)
Balancing stat growth over time
Field chocobo speed mods
Test field chocobos everywhere
Field chocobo digging mods
Test digging
Customisation options for those mods (make it work raising a good chocobo)
Capture and implement all NPCs and pathing in and around all the stables
Make sure rental chocobos, licenses, quests etc. all still work
Checks for "writ of summons" for belligerency/monstrosity
Format to be lowerCamelCase instead of snake_case
Make sure all tables are sane and aligned
Remove magic numbers where possible (not possible all the time)
Full playout from Day0-Retirement
Event validation against packet injection
Automatically name your chocobo for you at a certain age (day 65)
Make it easier to modify chocobo age for debugging/tuning
Make sure Chocobo's aren't immediately deleted so there is a chance they can be restored if there are any problems (maybe a SQL trigger on age?)
Add module to change raising times and to make final speed of a high-speed chocobo better than a rental (same with digging too I suppose)
Correct neutral CSs from VCS Trainers if Chocobo Raising is disabled
Testing
Testing!
Hey, more testing!
Maybe in this PR, maybe not:
Camp Kweh
Chocobo Hot and Cold game
Chocobo Dyes
Test Scenarios (from caps):
Days 1-4: { Basic Care, Hatching CS }
Day 5: Basic Care
Day 6: { Perky (random), Basic Care }
Day 7: { Basic Care, Crying at night CS }
MENU BREAK
Day 8: { Basic Care, Calmed Down CS }
Day 9: { Basic Care, Perky (random) }
Day 10-12: { Basic Care, Calmed Down CS }
What happens if you get the White Handkerchief and then get rid of that specific chocobo?
I have paid attention to this example and will edit again if need be to not break the formatting, or I will be ignored
I have searched existing issues to see if the issue has already been opened, and I have checked the commit log to see if the issue has been resolved since my server was last updated
CHOCOBO RAISING WON'T BE MADE AVAILABLE UNTIL IT'S PLAYABLE
Mostly taken from my old WIP PR: #1058
🐤 Behold, the horror!
I struggle to adequately describe what happens in the
onEventUpdate
block for the Chocobo Raising event. It's madness. It works a little bit like an interpreter, where the cs option is the instruction, and the arguments you pipe into the event update are the arguments to the instruction.This was all mapped out by hand. This was likely one of the first steps in my descent into madness.
I was complaining on stream: I don't know what an adequate place is to "early access release" this is. There are a lot of steps required to get a callable chocobo from this system, and if all the side-bits aren't in place it ends up just being a (real-life) 45 day wait, or something.
PRs:
TODO:
char_chocobos
table is protectedMaybe in this PR, maybe not:
Test Scenarios (from caps):
Days 1-4: { Basic Care, Hatching CS }
Day 5: Basic Care
Day 6: { Perky (random), Basic Care }
Day 7: { Basic Care, Crying at night CS }
MENU BREAK
Day 8: { Basic Care, Calmed Down CS }
Day 9: { Basic Care, Perky (random) }
Day 10-12: { Basic Care, Calmed Down CS }
What happens if you get the White Handkerchief and then get rid of that specific chocobo?
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