#Irongoon

2469 messages · Page 3 of 3 (latest)

cinder flume
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in my brain at least.

faint sinew
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deleteCampaignOnGameOver: true

cinder flume
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^

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Ironmangoon

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Iron Goon Man!

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I'mma just see myself out after that one.

faint sinew
cinder flume
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Lol

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So, can i update the config with the game loaded up? i hard reset every time cause brain go

faint sinew
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Config is only reloaded on save load

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Don't have it triggering live but it can work that way

cinder flume
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i meant more per load into campaign.

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I phrased myself badly, i apologize.

faint sinew
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Yes, that'll be fine

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...should be fine.

cinder flume
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Cool. Sorry for the confusion 😄

barren stratus
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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.

cinder flume
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Enableallcharacters: Stock test 3= dart

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WTF

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idk, i'm doing something wrong... or my luck is abysmal to just roll dart 3 times, and get bodied all three times xD

faint sinew
faint sinew
# cinder flume

uh looks like it should spit out just one dart in a battle with that config

cinder flume
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Then what i gotta do to have a random start, but not a full list of extras xD

barren stratus
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Is there a setting to unlock dragoon spirits from the start or does that require an additional mod?

faint sinew
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No setting but it can done via the game state editor

barren stratus
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Bug - Random party every battle does not apply to overworld encounters.

faint sinew
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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

quasi root
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Make me a ticket

faint sinew
quasi root
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Okay

vocal mesa
quasi root
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Hasn't Wulves already given us enough problems to deal with?

faint sinew
quasi root
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Damn guess we'll never find out

frozen gale
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Sorry to bother with this, but I'm feeling particularly dumb here. What did I do wrong that is causing shops to not randomize?

faint sinew
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nothing looks incorrect there

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i copied the config over and it is working

frozen gale
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one moment I am pulling it back up

faint sinew
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are the stats randomized?

frozen gale
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yes

faint sinew
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version of sc?

frozen gale
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where do I see that? I grabbed whatever was newest like 2 days ago

faint sinew
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top window bar

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but thats fine enough

frozen gale
faint sinew
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yea using a version from two days ago or the latest pull, either one works for me.

any errors in the cmd window?

frozen gale
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this is the forest shop which I'm pretty sure is vanilla

faint sinew
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in the settings, you see this?

frozen gale
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ah yep found an error.

faint sinew
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ah ok might be an old version of irongoon you are on

frozen gale
faint sinew
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use this

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i havent updated github with this small fix yet
(i totally forgot)

frozen gale
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gotcha. I shall test it momentarily. this is what I had

faint sinew
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ah yea monoxide was mean and added new sc features on us poor modders

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that new one though has new config options and pulls from the addition unlock .csv

frozen gale
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oh? does that mean additions are added in that one?

faint sinew
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oh no new config options

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it just means you can go in the excel sheet and change what level the additons unlock at for each char

frozen gale
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ah gotcha

faint sinew
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since now you can unlock all chars on campain start and be locked into random battle parties

frozen gale
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cool that fixed the shop rando. thanks 🙂

faint sinew
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great

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let me know what config options you play around with and like or hate :]

frozen gale
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I legit was questioning my ability to follow basic instructions to make a yaml for a moment there lol

faint sinew
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haha sorry my bad

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im impressed with the item pool you made

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first one to use it

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leaving either pool as [] will use all items or equip it that wasnt clear

frozen gale
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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.

faint sinew
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the archipelago one will be exciting

frozen gale
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chest rando is a big one I'm looking forward to either archi or irongoon

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and enemy drop rando

faint sinew
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chests are locked behind individual scripts per submap so that will be a bit

frozen gale
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as well as all the addition options

faint sinew
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enemy drops i can do today

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which addition options?

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lots we can do with additions but im not sure which direction to take them atm

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per hit with dmg, sp, and status effects are on my mind

frozen gale
faint sinew
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fantastic

frozen gale
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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

faint sinew
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on it

frozen gale
faint sinew
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im not the best to initiate that journey but those two are

frozen gale
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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

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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

faint sinew
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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

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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

frozen gale
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Makes sense. Also ‘existing’ chests? 🤨

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Trying to think if there are chests that get instantiated after map load

faint sinew
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ones that are already in the game

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adding new chests can be done with script patches on the submap but its real lame to do

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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.

frozen gale
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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

faint sinew
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might do it to spite my future self for being silly enought to do it

frozen gale
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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

faint sinew
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nice

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archi is an amazing project

frozen gale
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Really brings new life to old favorites. 🙂

frozen gale
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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

faint sinew
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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

frozen gale
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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.

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also random character unlock also sounds really neat

faint sinew
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the mods code is basic and made to be extremely accessible
can also get in there for any ideas you may have

faint sinew
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Irongoon v0.4.10
https://github.com/Ink230/irongoon/releases/tag/v0.4.10

  • AdditionUnlocks can be configured via the scdk-addition-unlock-levels.csv file
    • 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)

quartz bolt
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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?

faint sinew
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yes

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one sec

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# 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
quartz bolt
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I've tried this setup and it labels everyone as do not choose and cant set a party

faint sinew
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interesting

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is sc unlock party in?

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on*

quartz bolt
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sc unlock party?

faint sinew
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bottom

quartz bolt
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Thank you. I didn't relize that more gameplay setting were added after startig a game

faint sinew
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i havent noticed this issue before with needing unlock party on at the beginning

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but it seems to fix the issue it that first screen is what issue you had

quartz bolt
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I hopped away to eat and now am tring it out and it wont let me add anyone to my team.

faint sinew
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interesting i am using the flags for unlock and being able to place in party
ah found the issue

quasi root
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I added a giant message to the main menu options that says most settings aren't available until you're in game 🤣

faint sinew
quartz bolt
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It gave me this error when trying to boot

faint sinew
faint sinew
quasi root
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Did I already fix your comment

faint sinew
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just gotta rmbr what commit is going to work

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ah no

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back patch it is

quasi root
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Please hold

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@faint sinew merged

faint sinew
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thanks dad

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@quartz bolt if you update sc, then it should work with that new test zip

quartz bolt
# faint sinew thanks dad

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.

faint sinew
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The enable all characters only works on new campaign start

quartz bolt
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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)

frozen gale
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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

faint sinew
faint sinew
frozen gale
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awesome. that also fixes my issue of having a 40% chance of not being able to beat the commander lol

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with stat rando on

faint sinew
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haha :]

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the first fight only targets bent 0

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second fight cant rmbr

frozen gale
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bent 0?

faint sinew
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battle party slot 0

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middle in battle, first in list

frozen gale
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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

faint sinew
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i could fix it but im ultra lazy

quasi root
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HUBRIS

faint sinew
quartz bolt
faint sinew
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just made it to here with no issues

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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

quartz bolt
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Ok, wish I could tell you but I just got off work and don't remember

faint sinew
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all good

quartz bolt
frozen gale
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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. 🙂

faint sinew
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Yea Kongol was a tiny terror on disc 1

frozen gale
faint sinew
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yea vanilla kongol is lackluster

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luckily this works with other mods
so base enhancement mods and maybe full rewrite mods will make kongol shine

frozen gale
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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 🙂

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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.

faint sinew
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ask away
it can be a good throw back to 2010 getting the java ecosystem working

frozen gale
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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.

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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

quasi root
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Need the stack trace to know what the problem is

frozen gale
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yeah I will see if it happens again later. Kinda just resting off the cold currently.

frozen gale
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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.

frozen gale
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seems to just be that first room

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on an unrelated note hilariously Jiango's AoE is hitting for 300s. THis will be an interesting fight to solve

faint sinew
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Did you get them back at least after loading into a new submap?

radiant halo
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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

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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

faint sinew
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itemCarryLimit is set to 2 in the default config for irongoon

faint sinew
frozen gale
vocal mesa
frozen gale
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nothing like finding dragon helms in Kazas 🙂

faint sinew
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haha

frozen gale
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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

faint sinew
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Lloyd handing out factory reject dspirits

regal sentinel
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Why are the enemies in the very beginning hitting 30's on me? Lol i cant even get passed hellena

frozen gale
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Stat rando. You rolled low on phys defense and they rolled high on physical attack

regal sentinel
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Thanks for the reply. I thought that might be a factor but i tried multiple random seeds and each time they were destroying me

frozen gale
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yeah the early game is super rough. what settings are you using out of curiosity?

regal sentinel
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Settings as in my mods?

frozen gale
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like irongoon settings

regal sentinel
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im not sure tbh. i literally just downloaded it

frozen gale
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gotcha you can alter the settings in the config.yaml

regal sentinel
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Thank you very much ❤️

frozen gale
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that is also very useful so you know what the settings do and what the options are 🙂

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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)

regal sentinel
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Okay so what looks wrong here

frozen gale
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can you upload the full yaml?

regal sentinel
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Yeah i have kongol dart and meru in my party and im just getting manhandled even by rats

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yes one sec. ill just copy paste

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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

frozen gale
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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?

regal sentinel
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i just mean like what is it im looking for that is making their attack so strong

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i read the link u sent and im still kind of confused, sorry im new at this kind of stuff

frozen gale
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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

regal sentinel
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ohh okay i see, i was overthinking it, i think i got it now. i really appreciate your help

frozen gale
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or this part low rolled all your phys defenses

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No problem 🙂

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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.

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I've made it to disc 2 and the only fights I really struggled with were commander, fruegal 1, and Jiango

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actually had to strategize for the jiango fight lol

regal sentinel
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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

frozen gale
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sounds like a fun time 🙂 Little extra oomph never hurt anyone. And yeah his aoe attack was hitting for 300s lol

regal sentinel
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That sounds like straight torture especially when he spams the aoe

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sounds like u can only beat him with good rng

frozen gale
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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

regal sentinel
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well you definitely weren't lying about strategizing lol

frozen gale
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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.

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things have been pretty smooth sailing since I got to kazas and the shop sold me dragon helms

regal sentinel
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The only challenge ive really done in this game is a dart only run

frozen gale
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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

radiant halo
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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

faint sinew
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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

frozen gale
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shame game isn't more popular. I'd 100% stream dumb challenge settings if it was worth the time lol

faint sinew
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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 👏

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But not that Fishing Mod...that's only for floppers.

frozen gale
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I just might when this cold finally dies out.

faint sinew
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need to figure out a good way to explain what sc is and what irongoon is

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maybe even rename irongoon to be a randomizer and irongoon as just a ruleset

frozen gale
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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

faint sinew
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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

frozen gale
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Fair enough. 🙂

faint sinew
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Haven't touched this in a while

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I think there is still some killer feature missing from the randomizer

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Whether that is non linear story unlocks, rng encounters, randomized enemy attacks, or something more creative im unsure

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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

frozen gale
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“Iron campaign: randomly pick and run that same character for entire campaign” boy do I hope it isn’t Shana/miranda/kongol. lol

radiant halo
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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?

frozen gale
radiant halo
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totalStatsMonstersUpperPercentBound: 225
totalStatsMonstersLowerPercentBound: 99

does this setup yield monsters that will be 99-225% of their strength, or 1-225% of their stock strength?

frozen gale
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99-225 from what I can tell

radiant halo
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the notes suggest it can be edited throughout a save -- so i could buff enemies after every disc if i get too powerful?

frozen gale
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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

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Feel free to correct me if I’m wrong though Ink

radiant halo
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my settings are peak and my luck is infinite. time to 1-tap this ez

radiant halo
#

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

faint sinew
faint sinew
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Everything is calculated on the fly, can be random, but most settings deterministically from the seed

frozen gale
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That sounds wild to me. Might be the first randomizer I’ve run across that allows for that. Neat. 🙂

frozen gale
#

its happening 🙂

frozen gale
faint sinew
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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

frozen gale
#

I think I found some bugs with yaml if you find a moment to stop in strim

faint sinew
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Im out today and tomorrow
But yoy can list them here or make an issue in the repo

frozen gale
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Aight. Might just be yaml settings I messed up

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I'm trying to make it so I have 1 random member each seed. doesn't seem to be working.

faint sinew
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Random campaign is the same randomized battle party for the entire game

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So it looks correct

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Any errors in the log in the terminal?

frozen gale
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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

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just looked through log on load and no errors

faint sinew
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No issues loading from the hill as long as you didn't warp there

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Ill check the file when im home

frozen gale
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Thanks 🙂

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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

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tried fiddling with game state editor but only managed to change party member or crash the game

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lol

frozen gale
#

alright got my party size back to 1.

faint sinew
frozen gale
#

Awesome. 🙂 thanks

#

Saves me rolling a die online lol

faint sinew
#

lol

faint sinew
#

@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

quasi root
#

Did you update your SC assets in your dev env?

faint sinew
#

yes

#

something thinks i have 1 character but I have 3

quasi root
#

When are you changing the charId list?

faint sinew
#

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

quasi root
#

What shows up in the combat debugger?

faint sinew
#

started this with dart in slot 0 of charIds

quasi root
#

Started with 1, overwrote to 3?

faint sinew
#

yes

#

battle party size changed during encounterevent

#

charIds

#

b4 it was -1 so maybe it was a free memleak before that kep working

#

:]

quasi root
#

Combat debugger shows combatants so that's correct

#

What's in battleState.allBents, playerBents?

faint sinew
#

null

#

lol

#

battleState_8006e398?

quasi root
#

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

faint sinew
#

all looks fine during battle

quasi root
#

Can you add some debug98's into that script method and try to get more info?

faint sinew
#

you have insulted my soul

quasi root
#

pcs is compiled at runtime so you can jsut edit the .txt

faint sinew
#

add now what now

quasi root
#

Well, it's compiled when SC is launched

faint sinew
#

what is a debug98

quasi root
#

It outputs the param you passed to it to the SC console

faint sinew
#

ok

#

debug96?

quasi root
#

98

#

96 and 97 don't do anything

faint sinew
#
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
quasi root
#

Yeah you have to give it an arg to output

#

Can pass any param

faint sinew
#

le sigh

quasi root
#

It will log it to the console

#

Log some data there and see what we're dealing with

faint sinew
#

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

#

???

quasi root
#

It's not crashing anymore...?

faint sinew
#

nope

quasi root
#

uh

faint sinew
#

uh

#

game speed

#

????

quasi root
#

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

faint sinew
#

but what would i have done

#

the other patches went through

faint sinew
quasi root
#

That's the spirit

trim tiger
#

So what exactly does this mod do? I know its a randomizer but was curious on what it effects

faint sinew
#

though being familiar with the base legend of dragoon experience is helpful

trim tiger
faint sinew
#

excellent

#

the mod does a lot :]

#

try it out and ask away if questions arise

trim tiger
quasi root
#

That sounds pretty awesome, ngl

trim tiger
#

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.

faint sinew
#

@quasi root how bad is the shops branch merge going to be

quasi root
#

It's up to date with main, it can be merged any time after it's tested

faint sinew
#

few issues

#

need to write an essay

quasi root
#

Of course you do

faint sinew
#

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

quasi root
#

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

faint sinew
#

Sorry was shoveling

#

The pop up happens goes away

#

I have to hit back still

#

Or can't move

quasi root
#

The popup doesn't go away for me

faint sinew
#

you can even see with my mouse

#

nothing is interacting and im pressing all the buttons

#

35s if you are cave man watching embed

quasi root
#

Okay, I was able to make it happen

#

You can actually still buy it even if you don't have the gold

faint sinew
#

hahaha

#

keeping the sc economy non inflationary since 2021

quasi root
#

Fixed

faint sinew
#

trust

quasi root
#

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

faint sinew
#

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

quasi root
#

You can also just mark the addition as LOCKED and unlock it when you want to

#

See UnlockState documentation

faint sinew
#

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

quasi root
#

Yeah, you would need to set it to locked if you did it there

faint sinew
#

there is sc code

quasi root
#

But if you're locking things you're probably better off doing it on save load

faint sinew
#

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

quasi root
#

Not a whole lot of screen real estate but

trim tiger
#

NGL I'd rock a Lavitz and Albert party.

faint sinew
faint sinew
trim tiger
faint sinew
#

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.

trim tiger
#

Thank you lol. Im going to make my cursed childhood dreams come true

cinder flume
#

Whoooooa, Ink, i have been gone waay too long. You've done so much. i gotta update and try your changesssss ^.^

faint sinew
#

excellent
latest version should be working with latest sc

steady cradle
#

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...

faint sinew
#

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.

elfin smelt
#

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.

faint sinew
# elfin smelt

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.

faint sinew
elfin smelt
#

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.

elfin smelt
#

Tried the 0.4.14 STOCK for just BP and for both BP and enable. Turn order disabled both times but still no dice.

faint sinew
#

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

quasi root
#

Wasn't it a nosuchelementexception? Which means it wasn't null, there were no characters

faint sinew
#

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

quasi root
#

What do you mean by some value other than 0? That's a list

faint sinew
#

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

quasi root
#

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

faint sinew
#

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

faint sinew
#

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

elfin smelt
#

Thanks for working it so quick. I'll try that one as soon as I can. Looking forward to enjoying some Le'goon

elfin smelt
#

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.

faint sinew
#

excellent, i hope all your runs end in pain and suffering!

formal viper
#

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 🙂