#Crash with JokerDisplay
23 messages · Page 1 of 1 (latest)
I'm pretty sure this has been fixed in the latest version of JokerDisplay
pls update
https://github.com/nh6574/JokerDisplay/archive/refs/heads/main.zip
i have had joker display crash just yesterday on latest, this has not been fixed
certain modded cards dont supply a value and joker display does not appear to handle nil values stably
That doesn't sound like the same issue, do you have a log?
Or at least know which cards do that?
i was using a faded blueprint, build was far to big to know what card was crashing
i do know something definite though, wario crashes on large decks due to updating too many values at once with +$3
I will look into it
I also don't recommend having the mod turned on with more than 15 jokers at most
could you add an adjustable value to cap the mod at?
something like, if total owned jokers >= (15)/(user supplied constant, 0 for always on), then turn off joker display
this is kind of a bandaid fix for the issue but it would prevent a lot of crashes (plus, you cant really read the joker bar at that point anyways)
ty in advance
there is a cap at 20, it doesn't disable the whole mod because I thought it would be annoying for some people but I could change that
The problem is that I haven't experienced any of those crashes myself, the cap is there for performance issues. The crashes might be from some specific stuff with Cryptid's support from all I know. If you ever encounter one of those crashes and could send me a log that would help a lot
i'll push a few runs with the mod on and catch some logs for you. o7
caught one already!
let me go back into the save and check what card it was
faded blueprint x code joker
code joker has no defined display definition, and jokerdisplay chokes on the nil value
@scarlet wren
seems like you handle nil okay with just one card, but trying to reference it within a different card (assuming for blueprint or brainstorm) crashes
you could opt for catching the error on the blueprint side, or do something like catching nil card definitions on the first card and replacing them with a space or [nodef] so you dont end up with nil in the first place
just my ideas, im not a lua programmer lol
my flavor is in ruby
oh the line that's crashing is the nil check that I added lol
I have no idea why, I will check when I get home
I just realized what it is. This was actually fixed in the source but not in the last release, I will make a new release later but you can use the link I sent at the top in the meantime