Because of the refactoring done on the Molpy.ONG separating it into ONGBase and sub-ONGs functions, the order of newpixNumber incrementation and ONG operations has been wrong for 9 years.
I noticed it when Swim Between The Flags did not work properly, giving me a boost to wave castle prod on ONGs reaching odd newpix despite what it should be.
The logs names "Notification log for Newpix {...}" are also wrong because of that.
You can try it yourself:
Load the game on NP x
Check the log name: "Notification log for Newpix x"
wait for the ONG
New log name is ALSO "Notification log for Newpix x" despite the real newpix number being now x+1
Proposed fix:
Put the call to Molpy.ONGBase(); below the lines 'todo' instead:
var todo=Molpy.ONGs[type];
if(todo==undefined){todo=Molpy.ONGs[0]}
todo();
Molpy.ONGBase();
Disclaimer: I'm not sure when should the second part of the ONGs functions be processed, like these:
Because of the refactoring done on the Molpy.ONG separating it into ONGBase and sub-ONGs functions, the order of newpixNumber incrementation and ONG operations has been wrong for 9 years.
Here is the code: https://github.com/eternaldensity/Sandcastle-Builder/blame/4ecf1f261420ef0836264910b90f4a37ebdb300b/castle.js#L3729
I noticed it when Swim Between The Flags did not work properly, giving me a boost to wave castle prod on ONGs reaching odd newpix despite what it should be. The logs names "Notification log for Newpix {...}" are also wrong because of that.
You can try it yourself:
Proposed fix: Put the call to Molpy.ONGBase(); below the lines 'todo' instead:
Disclaimer: I'm not sure when should the second part of the ONGs functions be processed, like these: