Residents now consume items other than food for clothing repairs etc.

This commit is contained in:
Storm Dragon
2026-02-06 14:51:01 -05:00
parent 5834793376
commit 1220cfefe2
5 changed files with 134 additions and 27 deletions

View File

@@ -885,9 +885,9 @@ bool save_game_state() {
saveData.set("player_item_break_pending_type", playerItemBreakPendingType);
saveData.set("quest_roll_done_today", quest_roll_done_today);
saveData.set("wight_spawn_chance", wight_spawn_chance);
saveData.set("wight_spawned_this_night", wight_spawned_this_night);
saveData.set("wight_spawned_this_night", wight_spawned_this_night_count);
saveData.set("vampyr_spawn_chance", vampyr_spawn_chance);
saveData.set("vampyr_spawned_this_night", vampyr_spawned_this_night);
saveData.set("vampyr_spawned_this_night", vampyr_spawned_this_night_count);
string[] questData;
for (uint i = 0; i < quest_queue.length(); i++) {
questData.insert_last("" + quest_queue[i]);
@@ -1337,11 +1337,21 @@ bool load_game_state_from_file(const string&in filename) {
reset_player_item_break_audio_state();
quest_roll_done_today = get_bool(saveData, "quest_roll_done_today", false);
wight_spawn_chance = int(get_number(saveData, "wight_spawn_chance", WIGHT_SPAWN_CHANCE_START));
wight_spawned_this_night = get_bool(saveData, "wight_spawned_this_night", false);
if (has_number_key(saveData, "wight_spawned_this_night")) {
wight_spawned_this_night_count = int(get_number(saveData, "wight_spawned_this_night", 0));
} else {
wight_spawned_this_night_count = get_bool(saveData, "wight_spawned_this_night", false) ? 1 : 0;
}
if (wight_spawned_this_night_count < 0) wight_spawned_this_night_count = 0;
if (wight_spawn_chance < WIGHT_SPAWN_CHANCE_START) wight_spawn_chance = WIGHT_SPAWN_CHANCE_START;
if (wight_spawn_chance > 100) wight_spawn_chance = 100;
vampyr_spawn_chance = int(get_number(saveData, "vampyr_spawn_chance", VAMPYR_SPAWN_CHANCE_START));
vampyr_spawned_this_night = get_bool(saveData, "vampyr_spawned_this_night", false);
if (has_number_key(saveData, "vampyr_spawned_this_night")) {
vampyr_spawned_this_night_count = int(get_number(saveData, "vampyr_spawned_this_night", 0));
} else {
vampyr_spawned_this_night_count = get_bool(saveData, "vampyr_spawned_this_night", false) ? 1 : 0;
}
if (vampyr_spawned_this_night_count < 0) vampyr_spawned_this_night_count = 0;
if (vampyr_spawn_chance < VAMPYR_SPAWN_CHANCE_START) vampyr_spawn_chance = VAMPYR_SPAWN_CHANCE_START;
if (vampyr_spawn_chance > 100) vampyr_spawn_chance = 100;