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small wallet only 255 rupies

12 replies · 2,159 views · Started 26 June 2007

Isn't that right?

Small = 255
Adult = 500
Giant = 999
Magic = regenerative

You should start with the small by default. Are you saying the 500 rupee wallet limits you to 255?

Edit: Ya, I'm not seeing this.

I believe the current behavior is correct, unless, of course, old quests have their wallets converted to Small Wallets.

As you know Dark, I haven't been keeping up since the b16, so I might make a lot of goofs
but...
the way it was he could carry 255 without any wallet to start with, then he got the small for 500 and the large for 1000.

How it's set up now I'm not sure.

From what I see in 403, the behavior is exactly as described. No wallet = 255. (Use whatever nomenclature you'd like for "the ability to carry 255 rupees." No wallet or small wallet.)

Not a bug.

Dan Furst wrote:From what I see in 403, the behavior is exactly as described. No wallet = 255. (Use whatever nomenclature you'd like for "the ability to carry 255 rupees." No wallet or small wallet.)

Not a bug.

well then there must be a problem, because as you can see in the screenshot he has a wallet.
That quest is brought up from 2.11b10b and in it, set up like that, he would have 500 rupees.
So this will potentially cause a bug in old quests correct?

Oh, yes, it might be a compatibility issue. DarkDragon will now come by to ask if you could post the quest.

He already has the quest.
I need to play with it some more too and see, I haven't gotten back into since I posted about it but it may be fine.
Thanks for telling me about the changes. 😉

EDIT;
No I think there is a problem with it.
I went into the game, opened cheats, looked at the items>wallets and the first one reads wallet 1 (500), which is the one that is checked beside it, yet Link only can carry 255.

If you edit the item in the item editor, check the Pickup tab. The Full Max and +Max values should be 500. Does this do this when you import a quest from an older version? If so, that's definitely a bug to be addressed.

I know what is going on, and it is thorny.
The difficulty arises essentially from a conflict between two values specified for the current and max value of the counters: firstly there's the explicit value set in the last tab of the init dialog, and secondly there's the effect the items produce on these counters when equipped.
For a while the explicit values were applied first, before the items. This solution, however, is undesirable, as equipping Link with a bomb would cause him to gain 8 unexpected extra bombs at quest start, and each time you cheated.
Applying the explicit values after the values is *also* undesirable, as it causes the bugs mentioned above.

This bug should be fixed in the next build.

Counter max values are now set first to the values in the Init Data dialog, and then modified by any starting equipment.