On version 0.2.1, there is a minor bug when displaying the Max Inflation Capacity and Base Inflation Capacity on the Upgrade screen. No matter what, the Max Inflation Capacity (effective) is lock at 30, and the Base Inflation Capacity is decreased by each max inflation upgrade (been allways Base + Bonus = 30).
A quick fix that solved the problem for me was to add the "general_base_max" inflation capacity value for each Tier/Rank on the rank_definitions, then get that data as the Base for the current Tier/Rank and finally calc the effective Max Inflation Capacity.
[code]
File "game/item_definitions.rpy", assignation at lines 1010-1211 (rank_definitions):
rank_definitions = {
"B": {
"name": "Tier B",
"base_min": (0, 0, 0),
"base_max": (30, 30, 30),
"general_base_max": 30, # (from v0.1.6: 30, average v0.2.1: 30)
"rank_down_threshold": 0, # Cannot rank down from B
...
},
"A": {
"name": "Tier A",
"base_min": (30, 30, 30),
"base_max": (60, 60, 60),
"general_base_max": 60, # (from v0.1.6: 60, average v0.2.1: 60)
"rank_down_threshold": 90, # 30 * 3
...
},
"Hourglass": {
"name": "Hourglass",
"base_min": (30, 0, 30),
"base_max": (60, 30, 60),
"general_base_max": 50, # (from v0.1.6: 60, average v0.2.1: 50)
"rank_down_threshold": 60, # 30 + 0 + 30
...
},
"Bloated": {
"name": "Bloated",
"base_min": (0, 30, 0),
"base_max": (30, 60, 30),
"general_base_max": 40, # (from v0.1.6: 70, average v0.2.1: 40)
"rank_down_threshold": 30, # 0 + 30 + 0
...
},
"Top Heavy": {
"name": "Top Heavy",
"base_min": (30, 0, 0),
"base_max": (60, 30, 30),
"general_base_max": 40, # (average v0.2.1: 40)
"rank_down_threshold": 30, # 30 + 0 + 0
...
},
"Bottom Heavy": {
"name": "Bottom Heavy",
"base_min": (0, 0, 30),
"base_max": (30, 30, 60),
"general_base_max": 40, # (average v0.2.1: 40)
"rank_down_threshold": 30, # 0 + 0 + 30
...
},
"Cow Loon": {
"name": "Cow Loon",
"base_min": (40, 40, 40),
"base_max": (90, 60, 60),
"general_base_max": 70, # (from v0.1.6: 60, average v0.2.1: 70)
"rank_down_threshold": 120, # 40 * 3
...
},
"Mana Tank": {
"name": "Mana Tank",
"base_min": (50, 50, 50),
"base_max": (80, 80, 80),
"general_base_max": 80, # (average v0.2.1: 80)
"rank_down_threshold": 150, # 50 * 3
...
},
"Gas Balloon": {
"name": "Gas Balloon",
"base_min": (50, 50, 50),
"base_max": (70, 90, 70),
"general_base_max": 80, # (average v0.2.1: 80)
"rank_down_threshold": 150, # 50 * 3
...
},
"Absolute Blimp": {
"name": "Absolute Blimp",
"base_min": (0, 0, 0),
"base_max": (100, 100, 100),
"general_base_max": 100, # (from v0.1.6: 100, average v0.2.1: 100)
"rank_down_threshold": 0,
...
}
}
[/code]
[code]
File "game/screens.rpy", function at lines 2638-2640, inside "Inflation Capacity:" label:
# The general base (e.g., 30 for Tier B, 60 for Tier A) is now part of the rank_definitions (v0.2.1).
_base_tier_max_display = get_rank_data().get("general_base_max", 30) # General base from the current Tier/Rank
_effective_max_level = _base_tier_max_display + _current_max_bonus # Calculate base + bonus for display
[/code]
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