I'm going through my b13update file, so this is organized only chronologically, and roughly at that.
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We need to go back to b12 sizes for all arrays.
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I think the changes to reinit functionality will be fine.
Auto armor-model is fine.
Itemtrade is likely fine but needs checking.
Need to roll back to my earlier (aref-based) town optimization work (and town functions). Please tell me it's archived somewhere...
This means going through store.c and shipyard.c and store_utilite.c and item_utilite.c and changing everything back to arefs, because there's optimization and bugfixing in them that postdates the switch from aref towns to object-array towns.
Store pricecheck change is fine, but need to rework to using arefs (per above)
GetCharPriceMod stuff should be fine (as above)
Towns: Check for any use of a town function. Wait, _maybe_ adding new variables will be OK. I dunno. Then object objTownStateTable for legacy support and also add the towns array. That would be nice, but I'm not all that hopeful.
NearShips object added. This may break resaves like the black bars bugfix (or towns above)
If so, will break a bunch of AIShip functionality. I can probably get by by using a sub-attribute-tree of ShipLookupTable (which I use for the other little odds and ends...)
Dang, it should be an array anyway, so it's easier to recalc. But that may make crashing more likely (is it no added vars, no added arrays, or just random?)
Hey, great! You got the calender fixes from fleet but not fleet itself! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid="
![Cheers :cheers :cheers](/styles/emoticons/cheers.gif)
" border="0" alt="par-ty.gif" /> Yay, I was worrying about that. :]
Monk fix--need to reinit monks even if already done once (which is I think what happens)
What are we doing about the new interface?
We need to fix the 'greeting stays when model changes' bug for officers. If is part of party, and change model, delete greeting? But that will erase the greetings of quest officers. Are we allowing model changes for quest officers?
If not, then that'd be a fine solution (since enc_officer greetings are autogenerated anyway, we're just re-auto-generating them).
Which reminds me, there are _darn few_ 'officerish' female greetings--really, only English, French, Dutch, and a second Dutch (which I'm pretending is Spa/Por), or that was all I could find.
There are some bugs in the code that lets officers stay behind on dungeon like on boarding (sometimes they don't easily reappear when you exit, IIRC). I'll need to deal with that.
Change Silehard's ship from mow1 to mow_gub (or Petros's ship of the line?) in reinit? (It was a change I just threw in for the heck of it, but if it sticks it'll need to be in reinit and not just char).
Which reminds me--we already did this some with character models--what about giving unique NPCs unique ships?
There were some encounter changes/bugfixes I did for fleet--and again I find you've added them in already! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid="
![Cheers :cheers :cheers](/styles/emoticons/cheers.gif)
" border="0" alt="par-ty.gif" />
(And, just noticed a stupid typo in my maxrank/minrank check). We'll need to make that function the one called by the encounters_map functions though (since I've borked the others due to chance being < 10 always).
We need to make sure Characters\init\PostInit.c matches the number of characters in 12 (1000)
And that's it, at least for my list--everything else should be fine (other than islands, which wasn't really in question. :] )