Wesband, MP dungeon-crawler (now for Wesnoth 1.9.14+ !)
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Re: Wesband 0.6.1, improved inventory management
Ken_Oh wrote:That's really weird. If you've gone that far, you've obviously used [create_weapon] more than once by that point. I have no idea what would have caused that.
Got a new weirdness for your viewing pleasure.
I started a new one player game. I got two henchmen, and then headed down to the first level.
I got debug / error messages as soon as I showed up. Attached are the replay files from the town and level 1, as well as the save file from level 1 turn 1.
Hope this helps!
- Attachments
-
- Wesband_Dungeon_Turn_1-1.zip
- Save file prior to doing anything on level 1.
- (350.21 KiB) Downloaded 276 times
-
- Wesband_replay_-_init.zip
- Replay file from first appearance in town, character setup.
- (187.48 KiB) Downloaded 293 times
-
- Wesband_Dungeon_replay_level_1.zip
- Replay file from level 1.
- (164.37 KiB) Downloaded 229 times
Re: Wesband 0.6.1, improved inventory management
<Lua error> ...<addon location>/lua/UnitConstruction.lua:1218: bad argument #1 to 'insert' (table expected, got nil)
stack traceback:
->: in function 'insert'
-> <addon location>/lua/UnitConstruction.lua:1218: in function 'construct_unit'
-> <addon location>/lua/UnitConstruction.lua:1233: in function
<addon location>/lua/UnitConstruction.lua:2725[/quote]
Appears when I create "Dwarvish guardsman". Tried several times. Happens only with this type of unit.
[attachment=1]Wesband_Turn_1.gz[/attachment]
[attachment=0]Wesband_replay.gz[/attachment]
P.S. Thank you for your addon. Good Job.
- Attachments
-
- Wesband_replay.gz
- (172.71 KiB) Downloaded 309 times
-
- Wesband_Turn_1.gz
- (356.57 KiB) Downloaded 247 times
Last edited by Xudo on July 30th, 2011, 10:34 pm, edited 4 times in total.
Re: Wesband 0.6.1, improved inventory management
Appears when I move dwarf guardsman anywhere.<addon location>/lua/Rousing.lua:42: attempt to compare number with nil
stack traceback:
-> <adon location>/lua/Rousing.lua:42: in function 'rouseUnits'
[string "rouseUnits() "]:1: in main chunk
Re: Wesband 0.6.1, improved inventory management
There are a lot of similar errors while foodpad levelled to outlaw and tentacle of the deep gets AMLA.
P.S. Is it normal what NPC's fights when they are unable even to see my units?
Last edited by Xudo on July 31st, 2011, 5:16 pm, edited 1 time in total.
Re: Wesband 0.6.1, improved inventory management
Hi Xudojnik, I'm not one of the programmers for Wesband or Wesnoth, but I can answer your "NPCs fight each other" question. Yes - if the NPCs are on different teams (say goblins and bandits) and they see each other, then when it's their team's turn to move, they'll attack each other.
I've noticed that too, and it makes perfect sense that different teams would attack each other. It would also make the programming easier for fights.
I've noticed that too, and it makes perfect sense that different teams would attack each other. It would also make the programming easier for fights.
Re: Wesband 0.6.1, improved inventory management
Hi, I'm sure that it's normal what NPC fights each other. But it looks strange when they do it so far away of player.
May be they do it just because I used debug mode when notice it.
May be they do it just because I used debug mode when notice it.
Re: Wesband 0.6.1, improved inventory management
My question: There is that wishlist for art, I assume it's still actual? If so, who should I talk to about that?
Second question: Is that style of sprites you are asking about?
Second question: Is that style of sprites you are asking about?
Artist, writer, game designer for hire.
Art portfolio: https://shino1.artstation.com
Writing dump: https://shino1portfolio.wordpress.com/
My itchio for video games and TTRPG stuff: https://shino1.itch.io/
Art portfolio: https://shino1.artstation.com
Writing dump: https://shino1portfolio.wordpress.com/
My itchio for video games and TTRPG stuff: https://shino1.itch.io/
Typo in UnitConstruction.lua
I don't speak LUA (I'm a C++/unix person), but after seeing the same sort of "expected table, got nil" out of UnitConstruction.lua too many times, I took a peek at the code referred to in the stack trace.
So arg 1 is "abilities", and I looked upwards in the code for that var.
But on lines 1420, 1437, and 1455, it's spelled "abilties" - missing an 'i' - and is probably responsible for some of the nil values that are being received.
I guess I'll be looking for other typos, as I'd rather level my characters than throw away the games.
So arg 1 is "abilities", and I looked upwards in the code for that var.
But on lines 1420, 1437, and 1455, it's spelled "abilties" - missing an 'i' - and is probably responsible for some of the nil values that are being received.
I guess I'll be looking for other typos, as I'd rather level my characters than throw away the games.
Re: Wesband 0.6.1, improved inventory management
Bone Knight have no amla/advancement.
- Ken_Oh
- Moderator Emeritus
- Posts: 2178
- Joined: February 6th, 2006, 4:03 am
- Location: Baltimore, Maryland, USA
Re: Wesband 0.6.1, improved inventory management
Hi, all. Thanks for the bug reports. Unfortunately, I'm kind of swamped with real life and I think Exasperation is too. Good eye, Brian_A, on that abilities spelling. I'm sure that's all that is. Maybe you could try to change it yourself and see if it improves.
Shinobody: Those sprites look awesome and certainly better than anything I could ever do. The sprite wishlist is indeed up to date. The caveat I can offer is that I'm not sure how much of a pain it would be to introduce just one set of female sprites and none of the others. I'd have to tinker with it to find out for sure. Also, I can't tell you when someone will be able to get around to adding anything, but I will certainly get to it eventually.
Shinobody: Those sprites look awesome and certainly better than anything I could ever do. The sprite wishlist is indeed up to date. The caveat I can offer is that I'm not sure how much of a pain it would be to introduce just one set of female sprites and none of the others. I'd have to tinker with it to find out for sure. Also, I can't tell you when someone will be able to get around to adding anything, but I will certainly get to it eventually.
Re: Wesband 0.6.1, improved inventory management
FYI, elf female sprites are nearly completed, only 12 left, so I'm wrapping this up tonight; I think I will make human woman and dwarf woman till end of this week, maybe drake too. (I'm lazy, so I work slower if I'm not sure if what I'm doing is needed or not But if list is up to date, then okay.)
I'm just sorry that I can't help you with interface icons, since I suck at anything but sprites
I'm just sorry that I can't help you with interface icons, since I suck at anything but sprites
Artist, writer, game designer for hire.
Art portfolio: https://shino1.artstation.com
Writing dump: https://shino1portfolio.wordpress.com/
My itchio for video games and TTRPG stuff: https://shino1.itch.io/
Art portfolio: https://shino1.artstation.com
Writing dump: https://shino1portfolio.wordpress.com/
My itchio for video games and TTRPG stuff: https://shino1.itch.io/
Re: Wesband 0.6.1, improved inventory management
Already did.Ken_Oh wrote: Good eye, Brian_A, on that abilities spelling. I'm sure that's all that is. Maybe you could try to change it yourself and see if it improves.
I backed up a few turns after fixing the typo, but still got the exact same error message. Odd thing is, it looked like the variable 'abilities' was declared as an empty table [map/whatever] and there didnt' seem to be any way to set it to nil afterwards.
But then, I don't speak LUA.
Re: Wesband 0.6.1, improved inventory management
I'v got a lot of errors, same as in this post while Bone Shooter levelled up to Banebow.
EDIT: And while Banebow get AMLA.
EDIT2: And when Hydra advances to Deep Hydra
EDIT3: and when Woodsman advances to Poacher
EDIT4: Thug -> Bandit causes these errors too
EDIT: And while Banebow get AMLA.
EDIT2: And when Hydra advances to Deep Hydra
EDIT3: and when Woodsman advances to Poacher
EDIT4: Thug -> Bandit causes these errors too
Last edited by Xudo on August 4th, 2011, 2:30 pm, edited 3 times in total.
Re: Wesband 0.6.1, improved inventory management
I have no idea why this happened. Here is replay.
Re: Wesband 0.6.1, improved inventory management
UnitConstruction.lua
Code: Select all
@@ -561,7 +561,7 @@
attack_eval.value = attack_eval.value * modifiers.plague
attack_eval.specials = true
elseif ability_id == "soultrap" then
- attack_eval.value = attack_eval * modifiers.soultrap
+ attack_eval.value = attack_eval.value * modifiers.soultrap
attack_eval.specials = true
end
end
@@ -594,7 +594,7 @@
attack_eval.value = attack_eval.value * modifiers.rage
attack_eval.specials = true
elseif ability_id == "berserk" then
- attack_eval.value = attack_eval * modifiers.berserk
+ attack_eval.value = attack_eval.value * modifiers.berserk
attack_eval.specials = true
end
end
@@ -607,10 +607,10 @@
attack_eval.value = attack_eval.value * modifiers.evasion
attack_eval.specials = true
elseif ability_id == "goliath_bane" then
- attack_eval.value = attack_eval * modifiers.goliath
+ attack_eval.value = attack_eval.value * modifiers.goliath
attack_eval.specials = true
elseif ability_id == "dread" then
- attack_eval.value = attack_eval * modifiers.dread
+ attack_eval.value = attack_eval.value * modifiers.dread
attack_eval.specials = true
end
end
@@ -623,7 +623,7 @@
attack_eval.value = attack_eval.value * modifiers.storm
attack_eval.specials = true
elseif ability_id == "brutal" then
- attack_eval.value = attack_eval * modifiers.brutal
+ attack_eval.value = attack_eval.value * modifiers.brutal
attack_eval.specials = true
end
end
@@ -646,16 +646,16 @@
attack_eval.value = attack_eval.value * modifiers.slashdash
attack_eval.specials = true
elseif ability_id == "cleave" then
- attack_eval.value = attack_eval * modifiers.cleave
+ attack_eval.value = attack_eval.value * modifiers.cleave
attack_eval.specials = true
elseif ability_id == "remaining_ammo" then
- attack_eval.value = attack_eval * modifiers.ammo
+ attack_eval.value = attack_eval.value * modifiers.ammo
attack_eval.specials = true
elseif ability_id == "bloodlust" then
- attack_eval.value = attack_eval * modifiers.bloodlust
+ attack_eval.value = attack_eval.value * modifiers.bloodlust
attack_eval.specials = true
elseif ability_id == "grace" then
- attack_eval.value = attack_eval * modifiers.grace
+ attack_eval.value = attack_eval.value * modifiers.grace
attack_eval.specials = true
end
end