#Irongoon
2469 messages · Page 3 of 3 (latest)
deleteCampaignOnGameOver: true
Don't tell the script miner this phrase
Lol
So, can i update the config with the game loaded up? i hard reset every time cause brain go
Config is only reloaded on save load
Don't have it triggering live but it can work that way
Cool. Sorry for the confusion 😄
Contemplating starting a new seed, or do i wait for another update. I really want that random speed every level thing i mentioned a few days ago, it might be worth waiting for.
Enableallcharacters: Stock test 3= dart
WTF
idk, i'm doing something wrong... or my luck is abysmal to just roll dart 3 times, and get bodied all three times xD
looks fine to me
uh looks like it should spit out just one dart in a battle with that config
Then what i gotta do to have a random start, but not a full list of extras xD
Is there a setting to unlock dragoon spirits from the start or does that require an additional mod?
No setting but it can done via the game state editor
I gotta debug
Bug - Random party every battle does not apply to overworld encounters.
yea the encounter refactor in sc split those up after i had put them together
thinke we discussed tying them back together
but i need to do it in sc
Make me a ticket
id never
Okay
ask wulves for some
Hasn't Wulves already given us enough problems to deal with?
Need a ticket to find out
Damn guess we'll never find out
Sorry to bother with this, but I'm feeling particularly dumb here. What did I do wrong that is causing shops to not randomize?
one moment I am pulling it back up
are the stats randomized?
yes
version of sc?
where do I see that? I grabbed whatever was newest like 2 days ago
yea using a version from two days ago or the latest pull, either one works for me.
any errors in the cmd window?
this is the forest shop which I'm pretty sure is vanilla
in the settings, you see this?
ah ok might be an old version of irongoon you are on
huh. alright. I will try regrabbing it. I thought I grabbed the newest version yesterday
gotcha. I shall test it momentarily. this is what I had
ah yea monoxide was mean and added new sc features on us poor modders
that new one though has new config options and pulls from the addition unlock .csv
oh? does that mean additions are added in that one?
oh no new config options
it just means you can go in the excel sheet and change what level the additons unlock at for each char
ah gotcha
since now you can unlock all chars on campain start and be locked into random battle parties
cool that fixed the shop rando. thanks 🙂
I legit was questioning my ability to follow basic instructions to make a yaml for a moment there lol
haha sorry my bad
im impressed with the item pool you made
first one to use it
leaving either pool as [] will use all items or equip it that wasnt clear
no worries. 🙂 Also I'm not entirely sure how long I'll play the mod as there is a high chance I switch over to the archipelago one when that releases. That said there are lots of options on the GUI on dragoonmods.com/mods/irongoon I am looking forward to.
the archipelago one will be exciting
That is what I thought at first, which is what I tried and nothing happened. So then I tried populating them. When that didn't work I came here lol
chest rando is a big one I'm looking forward to either archi or irongoon
and enemy drop rando
chests are locked behind individual scripts per submap so that will be a bit
as well as all the addition options
enemy drops i can do today
which addition options?
lots we can do with additions but im not sure which direction to take them atm
per hit with dmg, sp, and status effects are on my mind
yeah I kind of figured. I was in voice chat with a friend the entire time they worked on making the SMRPG rando open world so I understand the basics. That and dabbling in game dev and having a handful of years of programming.
fantastic
tasman's trial, addition master, learn levels, learn order. While not listed under options I'd like to see eventually randomized (probably bounded) damage % and SP for additions. Likely with some logic ensuring the final one is usually the best
on it
If I could be pointed in that direction I might be able to start trying to compile them...maybe. My experience with hex, binary, unsigned, and signed is admittedly lacking but if it could help I am more than willing to attempt to learn (and poke my friend that did smrpr stuff if needed on clarification of things).
@quasi root @vocal mesa we have volunteers for the mines
im not the best to initiate that journey but those two are
Was helping a friend that wants to make Star ocean second story archi compatible the other day try to find entrance hex values for entrance rando. This can’t be nearly as bad…right? Lol
My goal is to get some experience here and there so I can eventually figure out how to do this sort of thing myself. I have games I want to randomize and archi-fy and this feels like a good starting place. Figure i can find the chest stuff possibly which would help both you and psion
the chest stuff is a massive can of worms originating from how the script engine works
not sure what mono's idea is for that for a real mod friendly solution
since we are solving: submap + things on submap + submap state + data store
which in this context for chests is all handled by the script engine
but forgetting about the script engine, not using it, and having some other system the first three of those can be ignored if you only want to randomize 'existing' chests
and that is doable in a janky way now but it would break when the underlying system changes
so haven't gone that way yet
but other large strides have been made with items and inventory systems with registries, better systems, and less reliance on scripts or better interactions with scripts which had made a lot of things possible and rather trivial to do
Makes sense. Also ‘existing’ chests? 🤨
Trying to think if there are chests that get instantiated after map load
ones that are already in the game
adding new chests can be done with script patches on the submap but its real lame to do
would be cool if we had ui tooling for scripts generation...which we do in a readonly end result type of way with the debuggers.
Ah. Gotcha. Yeah that makes sense. As far as I am concerned I only care about the existing ones. But that sounds jank and like it would break often without some groundwork
might do it to spite my future self for being silly enought to do it
But yeah currently unemployed (thanks AI lol) so I have plenty of time to dig in the mines. I do have a decently large archi going on but other than that not a whole lot
Really brings new life to old favorites. 🙂
back to settings discussion. random starting character also interests me. and possibly scaling options for enemies? I don't want to tune the base randomizer stats for enemies up further as I've already had one seed where I couldn't kill the commander. but making further fights down the line potentially harder could be nice as I'd have more options and the ability to grind if needed. Just my 2 cents
random starting character and only using that char for the entire campaign is apart of the current options
random character unlock is not and is an interesting one to do
yeah I'm just looking forward to when (if ever) it becomes possible to implement. doesn't ahve to be only character. Just something to change up first two fights a bit.
also random character unlock also sounds really neat
the mods code is basic and made to be extremely accessible
can also get in there for any ideas you may have
Irongoon v0.4.10
https://github.com/Ink230/irongoon/releases/tag/v0.4.10
- AdditionUnlocks can be configured via the
scdk-addition-unlock-levels.csvfile- No config options for this yet
- Compatibility updates to SC for
- ItemStacks
- InventoryEntry updates
- Addition Registry
tl:dr - latest mod continues to work with latest sc through these trying times (thx mr sc for this)
I'm not sure if I'm just dumb, but is there a setting type that unlocks all characters for use while allowing me to choose which members are in the party?
yes
one sec
# Party
enableAllCharacters: PERMANENTLY # only works on new campaign start
battleParty: STOCK
battlePartyOverride: [] # slot0: rose, slot1: meru, slot2: randomized would be ex: [3, 6]
battlePartySize: 3
battlePartyPool: [] # list of char ids to randomize from ex: [4,0,2,5], empty is all available
battlePartyDuplicates: TRUE # wont have any effect with these settings
I've tried this setup and it labels everyone as do not choose and cant set a party
sc unlock party?
Thank you. I didn't relize that more gameplay setting were added after startig a game
i havent noticed this issue before with needing unlock party on at the beginning
but it seems to fix the issue it that first screen is what issue you had
I hopped away to eat and now am tring it out and it wont let me add anyone to my team.
interesting i am using the flags for unlock and being able to place in party
ah found the issue
I added a giant message to the main menu options that says most settings aren't available until you're in game 🤣
this will fix it
but i think this is for a non main sc branch
It gave me this error when trying to boot
@quasi root
merging this anytime soon?
https://github.com/Legend-of-Dragoon-Modding/Severed-Chains/pull/2532
yea sorry the mod is for a pending pr on sc
need to make a back patch if mr sc isnt ready to merge that pr
Did I already fix your comment
thanks dad
@quartz bolt if you update sc, then it should work with that new test zip
So I updated to the latest build, redid my iso stuff, put in the mod, and now none of the characters are unlocking though sc is reading is as it shows up in the mods when making a new campaign.
The enable all characters only works on new campaign start
I started a new one and can see that stats are effected and can see the mod active, but none of the characters are available and the item carry limit (made it 5) aren't activating (beat the first two guys at the start and had to throw away the new potions)
in my experience with Irongoon and having unlock characters on from start of run, you cannot actually switch characters until you get lavitz. then you can switch anyone to any slot
@quartz bolt
yea this was on me for calling one of the events at the wrong time
test-1 issue was from me building my fork and not latest sc :]
test-2 working for me through seles with or without battle randomizations on but with enable party on
awesome. that also fixes my issue of having a 40% chance of not being able to beat the commander lol
with stat rando on
bent 0?
ah yeah makes sense. I'd still only do that fight solo but getting to pick a party member for it is very useful since some start with cracked gear
i could fix it but im ultra lazy
irongoon v0.4.11
im that confident its all working !
HUBRIS
whered it happen
After fighting the first two guys at the very beginning.
black stage?
just made it to here with no issues
if its the black stage issue
- 90% of folks have no crashes from it
- others seem to crash
still investigating why the diff but might be time to just remove the one battle stage id left that does it
Ok, wish I could tell you but I just got off work and don't remember
all good
any new issues?
Nope! All is working properly.
oh cool looks like you made it so if you unlock all characters from the start they don't have OP armors/weapons equipped. Sweet. I feel less bad about using them out of the gate. 🙂
Yea Kongol was a tiny terror on disc 1
The sad part was it made him have a use. Lol. Poor guy. Even with stat rando his use is dubious at best with his best addition being like anybody else’s mid tier additions.
yea vanilla kongol is lackluster
luckily this works with other mods
so base enhancement mods and maybe full rewrite mods will make kongol shine
yeah. I figure will be neat when someone makes mods with custom additions for archers and gives kongol like 2 more scaling to about what others get. There are many ways to make him come out of the gutter though and it is neat that irongoon is compatible with other mods 🙂
I'd probably try my hand at something if I could get intellij to work for me. lol Java and I do not get along.
ask away
it can be a good throw back to 2010 getting the java ecosystem working
TLDR I (for purposes of testing if I had it set up right) grabbed the source code for SC the other day and was able to get it to build but it was erroring out when I would try to run it. I spoke with someone and I had the correct version of Java and Java Dev Kit etc.
I can probably grab the code again and test to see and then post the error and maybe you'd be able to help me figure out why? shrug Currently have a nasty headcold so brainfog and thinking at like 30% capacity lol
Need the stack trace to know what the problem is
yeah I will see if it happens again later. Kinda just resting off the cold currently.
in helena 2. Just got there. I've had fully unlocked party since the start but suddenly missing a handful of them. I will probably get them back but just wanted to point out the first room you spawn in (at minimum) is missing party members.
seems to just be that first room
on an unrelated note hilariously Jiango's AoE is hitting for 300s. THis will be an interesting fight to solve
Did you get them back at least after loading into a new submap?
I have Civas' issue of getting an "inventory full" message after every battle. The issue persisted with the forest chests. I could loot the items in Hellena, but again couldn't take Freugel's healing pots. Weird. I've got the fishing mod and battle rewards mod as well
It makes me wonder if the fishing mod is flagging it somehow, idk. on a positive note i made a quick 30k buying an OP fish for free and selling it back xD I already have 2 copies of some insane repeatables on this run...but idk that I'd wanna see it through if I can't grab any chests/battle loot along the way haha
Also, is there any reason irongoon would be restricting me to 2x any given item? Merchants will not sell me more than that. Didn't see it in any of the SC mod options and didn't have that issue modless I don't think
itemCarryLimit is set to 2 in the default config for irongoon
madness! all the mods! 🫨
lmk how it works out
Yeah they came back on next submap
wtb modpacks for sc
nothing like finding dragon helms in Kazas 🙂
haha
poor stat rando'd doel. "wanna play rough I can too" goes dragoon and loses all magic defense. Gets hit for 1.6k by rose lol
Lloyd handing out factory reject dspirits
Why are the enemies in the very beginning hitting 30's on me? Lol i cant even get passed hellena
Stat rando. You rolled low on phys defense and they rolled high on physical attack
Thanks for the reply. I thought that might be a factor but i tried multiple random seeds and each time they were destroying me
yeah the early game is super rough. what settings are you using out of curiosity?
Settings as in my mods?
like irongoon settings
im not sure tbh. i literally just downloaded it
gotcha you can alter the settings in the config.yaml
Thank you very much ❤️
Randomizer for Severed Chains (Legend of Dragoon). Permits rulesets like Irongoon. - Ink230/irongoon
that is also very useful so you know what the settings do and what the options are 🙂
If you have any further questions feel free to ask. Definitely feel that the hardest fight in the mod is the commander like 66% of the time. I tend to permanently enable all characters in the yaml and then in the SC settings unlock all characters. Then I can swap out dart for someone more useful stat wise for that fight. Or just have multiple people in the fight if it is really rough (though I try not to do that because less xp)
Okay so what looks wrong here
can you upload the full yaml?
Yeah i have kongol dart and meru in my party and im just getting manhandled even by rats
yes one sec. ill just copy paste
Seed
publicSeed: 2F055604
Characters
bodyTotalStatsPerLevel: RANDOMIZE_BOUNDS_PER_LEVEL
bodyTotalStatsDistributionPerLevel: RANDOM
hpStatPerLevel: RANDOMIZE_BOUNDS_PER_LEVEL
hpStatUpperPercentBound: 150
hpStatLowerPercentBound: 75
speedStatPerLevel: RANDOMIZE_BOUNDS
speedStatUpperPercentBound: 150
speedStatLowerPercentBound: 30
characterElements: RANDOM_CAMPAIGN
characterNoElement: FALSE
characterElementOverride: [] # positional (ex dart first): ["skip", "fire", "water", "wind", "earth", "dark", "light", "thunder", "noelement", "divine"]
Party
enableAllCharacters: PERMANENTLY # only works on new campaign start
battleParty: STOCK
battlePartyOverride: [] # slot0: rose, slot1: meru, slot2: randomized would be ex: [3, 6]
battlePartySize: 3
battlePartyPool: [] # list of char ids to randomize from ex: [4,0,2,5], empty is all available
battlePartyDuplicates: TRUE
Dragoons
dragoonTotalStatsPerLevel: RANDOMIZE_BOUNDS_PER_LEVEL
dragoonTotalStatsDistributionPerLevel: RANDOM
Monsters
monsterTotalStatsPerLevel: RANDOMIZE_BOUNDS
totalStatsMonstersUpperPercentBound: 150
totalStatsMonstersLowerPercentBound: 50
monsterDefenseFloor: 50
monsterMagicDefenseFloor: 50
hpStatMonsters: RANDOMIZE_BOUNDS
hpStatMonstersUpperPercentBound: 150
hpStatMonstersLowerPercentBound: 50
speedStatMonsters: RANDOMIZE_BOUNDS
speedStatMonstersUpperBound: 70
speedStatMonstersLowerBound: 30
statsVarianceMonsters: RANDOM_PERCENT_BOUNDS
monsterElements: RANDOMIZE
noElementMonsters: EXCLUDE
Shops
shopAvailability: STOCK
shopQuantity: RANDOMIZE_BOUNDS
shopQuantityUpperBound: 8
shopQuantityLowerBound: 1
shopQuantityLogic: RESPECT_SHOP_CONTENTS
shopContents: RANDOMIZE_ALL
shopContentsItemPool: []
shopContentsEquipmentPool: []
shopContentsRecalled: [
"lod:sachet", "lod:enemy_healing_potion", "lod:psyche_bomb",
"lod:psyche_bomb_x", "lod:soul_eater", "lod:ultimate_wargod",
"lod:legend_casque", "lod:armor_of_legend", "lod:phantom_shield"
]
shopDuplicates: NONE
Chests
Drops
Items
itemCarryLimit: 200
Enemies
Sound
Options
Custom
Scaling
Additions
Randomizer
useRandomSeedOnNewCampaign: TRUE
Encounters
battleStage: STOCK
battleStageList: []
battleMusic: RANDOM
escapeChance: RANDOMIZE_BOUNDS
escapeChanceUpperBound: 99
escapeChanceLowerBound: 99
also what do you mean by "what looks wrong?" is it failing to gen with new settings or do you mean what is causing everything to hit so hard?
i just mean like what is it im looking for that is making their attack so strong
i read the link u sent and im still kind of confused, sorry im new at this kind of stuff
Under the monsters section it is the totalStatsMonstersUpperPercentBound: 150
totalStatsMonstersLowerPercentBound: 50
It means they can have up to 150% attack/magic attack or as low as 50% vanilla
ohh okay i see, i was overthinking it, i think i got it now. i really appreciate your help
or this part low rolled all your phys defenses
No problem 🙂
these are the settings I'm using. The early couple fights can still be rough but it isn't too terrible once you get to the first shop keep usually.
I've made it to disc 2 and the only fights I really struggled with were commander, fruegal 1, and Jiango
actually had to strategize for the jiango fight lol
Im gonna have some fun with it and make my characters just a lil op 😉 and i believe it lol, jiango can even be hard in vanilla if not leveled properly
sounds like a fun time 🙂 Little extra oomph never hurt anyone. And yeah his aoe attack was hitting for 300s lol
That sounds like straight torture especially when he spams the aoe
sounds like u can only beat him with good rng
thankfully one of my party members wasn't doing much so he was just spamming healing breezes. Then I used the freebie sachet to put him to sleep. Rose made good use of well timed astral drains to top us off. and then I have the extended dragoon actions option turned on so I was able to use mash offensive items while in dragoon form for some decent damage
well you definitely weren't lying about strategizing lol
I enjoy making games difficult. So I am used to being put into positions where I have to really dig deep and figure out what I need to do.
things have been pretty smooth sailing since I got to kazas and the shop sold me dragon helms
The only challenge ive really done in this game is a dart only run
I haven't really done any challenge runs of this game before but I have done all sorts of hell randomizers for other games lol
I really benefited from all the explanations as well ^ i think i will reroll a new campaign and hopefully not get the inventory full sorta bug again. i'll probably go lower variance on regular at/def/speed and extreme on MAT/MDEF for enemies and send it! thx all
nice
the config is there to customize into whatever type of mode you want to make
a bit steep to get into, but playing the mod once is a good entryway
ask away about the config or how to translate ideas into it
shame game isn't more popular. I'd 100% stream dumb challenge settings if it was worth the time lol
Some people get 300 to 500 viewers
Otherw commonly get 50 to 100
I will always watch those playing this or hell mode. Super entertaining 👏
But not that Fishing Mod...that's only for floppers.
I just might when this cold finally dies out.
need to figure out a good way to explain what sc is and what irongoon is
maybe even rename irongoon to be a randomizer and irongoon as just a ruleset
I will for stream or you are thinking on it? If the former my viewers are mostly all familiar with ironmon and ship of harkinian…
Is there an official ruleset for Irongoon yet similar to ironmon? I could totally do some shenanigans like if I wipe i restart or something
Irongoon ruleset is wip
But fundamentals are very similar to Ironmon
Have different tiers but only ideas no idea what's actually fun to do yet
Fair enough. 🙂
Haven't touched this in a while
I think there is still some killer feature missing from the randomizer
Whether that is non linear story unlocks, rng encounters, randomized enemy attacks, or something more creative im unsure
I think rng party, rng stats, rng encounters, rng chests, rng shops, rng additions, rng equipment stats are all good starts
But still something is amiss
“Iron campaign: randomly pick and run that same character for entire campaign” boy do I hope it isn’t Shana/miranda/kongol. lol
If anybody's here at this hour -- is it possible to start my characters with very low speed and have the speed stat be part of the pool of attributes that are randomly distributed to?
I don’t believe it is currently. That does tickle my gaming masochist side though
totalStatsMonstersUpperPercentBound: 225
totalStatsMonstersLowerPercentBound: 99
does this setup yield monsters that will be 99-225% of their strength, or 1-225% of their stock strength?
99-225 from what I can tell
the notes suggest it can be edited throughout a save -- so i could buff enemies after every disc if i get too powerful?
To my knowledge your save has a seed associated with it which determines the stats etc. seeds are either manually changed in the yaml or automatically generated on playthrough start depending on which setting you chose in the yaml. I do not believe there is any way to edit the seed mid playthrough
Feel free to correct me if I’m wrong though Ink
my settings are peak and my luck is infinite. time to 1-tap this ez
Lavitz high rolled every single stat and got Glaive in Bale, plus Magic Sig Stone and Speed Down. It's gg already, nothing's gonna kill me
You can change the config at any point. In your example yes, you can buff enemies as you progress on the same seed.
Can change the seed in the config and load your save at any time if you're not using the campaign locked setting.
Can change back or keep changing.
Everything is calculated on the fly, can be random, but most settings deterministically from the seed
That sounds wild to me. Might be the first randomizer I’ve run across that allows for that. Neat. 🙂
its happening 🙂
actually insane for attempts. can cut out 3 minute starting cutscene/dialogue
Yep can save in Seles and then just reload the save or campaign. No change in sc settings.
Can script something little to auto generate and update the seed in the irongoon config...dauer has done this and can start a new attempt in 2s.
Eventually I'll try to make this all more embedded in SC but config will always be around
I think I found some bugs with yaml if you find a moment to stop in strim
Im out today and tomorrow
But yoy can list them here or make an issue in the repo
Aight. Might just be yaml settings I messed up
I'm trying to make it so I have 1 random member each seed. doesn't seem to be working.
Random campaign is the same randomized battle party for the entire game
So it looks correct
Any errors in the log in the terminal?
not that I can see. would the fact I'm loading from the hill in seles before first fight have anything to do with it since I'm trying to avoid the 3 minute intro every time
just looked through log on load and no errors
No issues loading from the hill as long as you didn't warp there
Ill check the file when im home
Thanks 🙂
other things of note. when I get to the lavitz fight it is scripted/forced dart + lavitz, and then afterward I cannot figure out how to go back to 1 party member only
tried fiddling with game state editor but only managed to change party member or crash the game
lol
alright got my party size back to 1.
lol
@quasi root
crashing now with or without dupe chars
battle log shows all 3 bents
previously was touching gamestate52.charIds_88
still am and directly adding or removing from this list
battle starts fine and works, just end of battle ends in the clear a1 flag null issue
am i missing somewhere to update the size of the party other than charIds_88?
i do start the battle with only dart in the party and during the encounter event i make the party changes
ig this is now a broken flow?
explains why full roster parties dont crash
but i do have configs to inc or dec the party size on encounter
yea start with 3 party size, do encounter event, go down to 2 party size -> crash
this::allocatePlayerBattleEntities,
is occurring before
scriptMapTransition
now? maybe
Did you update your SC assets in your dev env?
When are you changing the charId list?
or it thinks i have 3 but ihave 2
encounterevent
private void processEncounter(final EncounterEvent event, final int mapIdentifierId) {
if i have 3 and use 3 no issues, same with 1
charIds size does update
What shows up in the combat debugger?
Started with 1, overwrote to 3?
yes
battle party size changed during encounterevent
charIds
b4 it was -1 so maybe it was a free memleak before that kep working
:]
Combat debugger shows combatants so that's correct
What's in battleState.allBents, playerBents?
Yeah
If it hasn't been initialized yet then it should be fine
Bents are added based on gameState.charIds
So that should be fine
Can you add some debug98's into that script method and try to get more info?
you have insulted my soul
pcs is compiled at runtime so you can jsut edit the .txt
add now what now
Well, it's compiled when SC is launched
It outputs the param you passed to it to the SC console
java.lang.NullPointerException: Cannot read field "type" because "param" is null
at legend.core.GameEngine.lambda$start$1(GameEngine.java:254)
at java.base/java.lang.Thread.run(Thread.java:1474)
Caused by: java.lang.NullPointerException: Cannot read field "type" because "param" is null
at org.legendofdragoon.scripting.Tokenizer.tokenize(Tokenizer.java:138)
at legend.game.scripting.ScriptManager.compile(ScriptManager.java:432)
at legend.game.unpacker.scripts.ScriptPatcher.recompile(ScriptPatcher.java:246)
at legend.game.unpacker.scripts.ScriptPatcher.replaceFile(ScriptPatcher.java:212)
at legend.game.unpacker.scripts.ScriptPatcher.replaceFile(ScriptPatcher.java:207)
at legend.game.unpacker.scripts.ScriptPatcher.patchFile(ScriptPatcher.java:176)
at legend.game.unpacker.scripts.ScriptPatcher.apply(ScriptPatcher.java:141)
at legend.core.GameEngine.lambda$start$1(GameEngine.java:235)
does it take any args?
LABEL_304:
mov stor[8], stor[stor[stor[0], 23], 8] ; source, dest
mov stor[9], stor[stor[stor[0], 23], 9] ; source, dest
debug98
call Battle::scriptSetBentHidden, stor[stor[stor[0], 23], 23], 0x1 ; bentIndex, set
le sigh
21:10:34.559 [Hardware legend.game.combat.SEffe:581] INFO : Allocating empty effect manager 13 (parent: 8) from legend.game.combat.SEffe.allocateEffectManager(SEffe.java:557)
21:10:34.559 [Hardware legend.game.scripting.ScriptState:1342] ERROR: DEBUG: script[8].stor[10] 0xc
works when the script dies
debug98 stor[stor[stor[0], 23], 9]
debug98 stor[8]
no worko, always error
dont make me learn this
it has begun working
with and without the debug
???
It's not crashing anymore...?
nope
uh
Did you do something weird and SC didn't recompile the pcs when you updated the SC assets?
Note I am blaming you, not SC
doesnt matter we ship
That's the spirit
So what exactly does this mod do? I know its a randomizer but was curious on what it effects
there is a config file in the .zip, take a gander at that
and can get nerdy and read the reference here
but best way is to load up the mod with the default config, adjust your severed chains campaign settings, and start a play througth
though being familiar with the base legend of dragoon experience is helpful
Got it. I have beaten the game 4 times so im decently familiar but def not like a pro. I come back to this game once every few years.
Thank you. 😄 I work firewatch so having some offline games to play in the woods helps the time pass by lol. Def going to be playing around with this!
That sounds pretty awesome, ngl
The only job my autistic self has been able to hold down lol.
Its a good gig though and I recommend it for people who like to spend time alone and in the quiet
One of my also Neurodivergent friends has been doing it for some time too. He's now my rotation partner so its nice.
@quasi root how bad is the shops branch merge going to be
It's up to date with main, it can be merged any time after it's tested
Of course you do
cant afford -> stuck in state unless you hit back button
when i am overburdened, i can lose items, this might just be irongoon and the way im handling the event?
https://streamable.com/hkmcmj
item limit is 2 it lets me swap for 3 hp pots
i only have 2 in inventory however
characteradditionstats event is throwing errors about unlock not existing but guess i need to update for that
sell, carried screens only have items not goods which is good
carried screen is black flashing me when transitioning to the carried screen nvr noticed how harsh that was before
no icons on some goods
branch has my seal of approval
Do you find it harsh? I changed all menus to be like that years ago to speed up the transitions
I removed the fade outs, they just cut to black and fade in
Addition stats, I converted unlocked to an enum because it wasn't actually possible for mods to lock additions
What do you mean about getting stuck in state? I can press accept to close the "Not enough gold" popup
Tested with items, equips, and goods
@faint sinew
Sorry was shoveling
The pop up happens goes away
I have to hit back still
Or can't move
The popup doesn't go away for me
you can even see with my mouse
nothing is interacting and im pressing all the buttons
35s if you are cave man watching embed
Okay, I was able to make it happen
You can actually still buy it even if you don't have the gold
Fixed
trust
The shop issue you reported with canEquip is already fixed on that branch too but I'm gonna make it the list scrollable if you have too many chars to fit on screen
ok thx dad
so if i dont want the addition unlocked anymore because my mod says it unlocks at level 50 but its trying vanilla unlock at level 2
i do this crazy cancel event thing?
checkForNewlyUnlockedAddition
hope i didnt put this event in the wrong place
chill irongoon code
@EventListener
public void additionUnlock(final AdditionUnlockEvent addition) {
var additionIdentifier = addition.addition.getRegistryId().entryId();
var additionUnlockLevel = additions.getUnlockLevelByName(additionIdentifier);
if(addition.charData.level_12 < additionUnlockLevel) {
addition.cancel();
}
}
so cool
You can also just mark the addition as LOCKED and unlock it when you want to
See UnlockState documentation
thats too firm, dancing in the middle letting other state dictate the outcome is how we start with making a new frontend framework
sc code that makes my brain feel bad
if(additionStats.unlockState.isUnlockable() && addition.isUnlocked(gameState_800babc8, charData, additionStats)) {
final AdditionUnlockEvent event = EVENTS.postEvent(new AdditionUnlockEvent(charData, additionStats, addition));
if(!event.isCanceled()) {
newlyUnlocked = addition;
additionStats.unlockState = UnlockState.UNLOCKED;
}
}
even if i set it to locked in the event and do not cancel the event
it will get set as unlocked?
uh
did you change something with xp
close
Yeah, you would need to set it to locked if you did it there
there is sc code
But if you're locking things you're probably better off doing it on save load
if cancelling some abstract event is clear intent instead of using something from the event data returned itself then i can be the candy man
intermission irongoon update for when latest sc merges shop code
Not a whole lot of screen real estate but
Lavitz and Albert in the same party.... a dream. It would be cool if there was a mod that allowed Lavitz to rejoin the party after rescueing him from the underworld as kinda an alternate ending to that story.
NGL I'd rock a Lavitz and Albert party.
Sick looks nice
You can have Lavitz Albert Lavitz as your battle party through vanilla SC settings or with some more flare through Irongoon
What settings would that be out of curiosity? I'd love to see that in action lmao
F12 to open debugger. Add Lavitz and Albert to party.
Go to Options and select Unlock party. You can get them both in your battle party via the UI or by changing the battle party ids in the gamestate editor.
Otherwise for irongoon the config has instructions under the battle party section.
Thank you lol. Im going to make my cursed childhood dreams come true
Whoooooa, Ink, i have been gone waay too long. You've done so much. i gotta update and try your changesssss ^.^
excellent
latest version should be working with latest sc
question; is inventory size one of the randomized elements? trying this for the first time and despite my inventory looking normal I'm limited to just two items. Also is there a way to manually adjust that lol...
the default item limit is 2 per item in the base config file
can be changed in the yaml file
ex: can pick up 2 potions, not 3. But can have 32 items in the inventory.
When I set battleparty to stock it doesn't seem to load any party members into battle and crashes. Tested it with only Irongoon with a default yaml and only changed battleparty. If I switch it back to random and load the save it works fine.
Interesting! I likely need to update the mod to work with latest sc.
Could test if STOCK for BATTLE PARTY and STOCK for enableAllCharacters works.
disable the turn order mod and see if it works
can also try this updated version of irongoon attached and see if it resolves the issue.
I tried STOCK for BP and enableall before asking for help and but no dice. Gonna try disabling turn order and try the 4.14 now. I don't know much about coding or anything but could the STOCK option for BATTLE PARTY be pulling the wrong path for assets? The crashlog says something about battlehud. Thanks for the help.
Tried the 0.4.14 STOCK for just BP and for both BP and enable. Turn order disabled both times but still no dice.
can i get your irongoon config file?
getting the crash as well on a fresh file
need to investigate
think i need to manually manage this now
activePartyBattleHudCharacterDisplays_800c6c40
or
line 373 in battlehud seems to be where the crash is from
havent traced fully
its null so getFirst fails
interesting it occurs on stock but not the others
Wasn't it a nosuchelementexception? Which means it wasn't null, there were no characters
only spent 20 mins on this so far, will get more to it later
something has changed with when charIds are not 0
var charIds = gameState.charIds_88;
this used to always be set to some value other than 0 during the submap or worldmap encounter event
now it is set to 0 during the submap or world map encounter event
this is before I do anything to the gamestate directly
i do get the gamestate from
var gameState = event.getGameState(); earlier
I see nothing in java land that would make this behaviour different
What do you mean by some value other than 0? That's a list
the size is 0
the size was normally 1 to n but not 0 in regular retail
but now its being passed in as size 0
which is different to expectations from before
size, value, null, empty
same word over and over
that gamestate object seems to be set to default values
encounterevent.getgamestate
Are you removing things from the list? It can never be empty in base SC unless someone removes all of their chars with the gamestate editor
i do clear it
but only after this point
so not getting to that point yet
the gamestate i get back is this
which i guess is fine on a new campaign start
gets passed in with size 1
@elfin smelt try this
not sure what was different with the intlist
but the way i was doing things was now doing things by reference all of a sudden
it was inherently working by value last time
and my test for the 3 battle party settings also broke at some point
Thanks for working it so quick. I'll try that one as soon as I can. Looking forward to enjoying some Le'goon
Everything looking good. First battle only Darty there. He got 3 shot but he was there. lol. Thanks for the great work and super fast response.
excellent, i hope all your runs end in pain and suffering!
just wanted to pop in and say we started playing this mod yesterday on stream. and its alot of fun, hellena was a blast! thanks for making it! and im looking forward to the rest of the run 🙂