#Archipelagoon
2387 messages · Page 3 of 3 (latest)
@earnest lion alright here you go boss lmk if theres anything else I can send to help but Idk what it would be
I was right about the hints they also show up weird, and this is when I buy the 4 bottom items in the hellena 1 shop
cluster 27 in forest shop
Only really matters for hints/spoiler logs I assume
yes, apparently its caused during generation
so all shops wouldn't work with hinting it seems?
maybe the original vanilla shots that had more than 4 I could do bale in a bit to see but even then I assume the 4 slots you add to the beginning might also offset hints?
But i'm not sure
nah, i don't think its quite like that
i'm generating 1-20 slots dynamically all the same way
Ya its way too early to tell if it does anything logic wise im guessing its really just a multiworld hinting issue
which some people would be mad about, I generally do all my checks anyways but other people like their hints
Also Idk if its a new thing but to connect when it's on a new port I had to connect and then full restart the game, main menu and loading didn't auto recognize a port change (thought this was fixed a while ago but idk)
But everyone seems functional items send etc
Ya idk why i just thought you had it where you can change port in game and connect and it would work
but still need a complete re launch
Completely playable btw for testing purposes so ill keep going and see what it feels like
ok i know where the fix is now. i'll resolve it somehow
I haven’t had time for testing ;-;
Any updates on getting the AP world on the list? 
its probably not going to happen lol
I will try to get it on there, but won't be in time for the next one 🙏
the community syncs happen every other month (for now), so plenty opportunities!
On the newest shopsanity are the AP items supposed to just be completely gone from the shop and not greyed out/not repurchasable on relaunching the game? Or is thst another bug
They are cleared out for now
@earnest lion shop extension issue fixed
Thank you
@earnest lion I'm getting ready to merge main.char-registry, can you make sure archipelagoon runs on it?
Yes, will do, how soon do you need me to test? i'm streaming until 6pm central
Soon as you're able to
ok i'll test at that time then
Sounds good
testing now (ended stream a little early). anything i need to look for specifically?
If it compiles you're fine
I just changed a lot of stuff around chars/additions/spells
ye looking at them. should be easy to resolve eitherway
looks like the way i access the list of addition stats is changed a bit so i'll have to figure out the proper way
There are a few different methods on CharacterData for interacting with additions now
The way additions are managed has changed pretty significantly to make modded addition support more robust
yeah, i'm trying to update my lockAdditions method to use the new things and i think i need to iterate through the list via getAllAdditions() but i'm not sure how i update the unlock state
setUnlockState
🤯
Note, additions sorting is going to differ now with archi
They will be listed in the order they are unlocked
You can give spells the same treatment as additions now, FYI
sick, new locations incoming i guess lol
timestamp is required now i see
final GameState52c state = this.resolveState(gameState);
for(int charIndex = 0; charIndex < 9; charIndex++) {
final CharacterData2c charData = state.charData_32c.get(charIndex);
charData.getAllAdditions().forEach(addition -> {
final int timestamp = 1;
charData.getAdditionInfo(addition).setUnlockState(UnlockState.LOCKED, timestamp);
});
}
}```
For unlocking, yes
Timestamp is unused for locking, can be 0 or whatever
Use gameState.timestamp for unlocking
I guess i don't need to call SItem.checkForNewlyUnlockedAdditions anymore
Nope, it should be much more streamlined
Another note, if you want to do something crazy
Stats are no longer tied to level
You could have stat boosts as checks
I was considering a ton of boost-type items
exp, hp, mp, sp
StatSanity could be fun
Yeah that's doable now
Well, xp was doable before
But now you can have checks that straight up give stats
@dusty gull I see you removed the isUnlocked from the addition registry class, am I good to just check the unlock on the addition in charData?
addition.isUnlocked(state, charData, stats)
final GameState52c state = this.resolveState(null);
final APContext apContext = APContext.getContext();
for(final RegistryId id : charData.getAllAdditions()) {
final CharacterAdditionInfo info = charData.getAdditionInfo(id);
final var addition = GameEngine.REGISTRIES.additions.getEntry(id).get();
if(addition == null) {
continue;
}
if(addition.isUnlocked(state, charData, stats)) {
final Long apId = archipelagoon.ap.mapping.locations.Additions.getAPLocationIdFromRegistryId(id);
if(apId != null) {
apContext.checkLocation(apId);
}
}
}
}```
additionInfo.getUnlockState().isUsable()
Unlocked is no longer a boolean, there are 3 states
Unlockable (can be unlocked), unlocked (actually usable), and locked (can not be unlocked at all)
I'm not merging this branch quite yet btw, I'll let you know when I'm going to so you can release your new build
You will need to delete your unpack
unpack on
Files directory
ah
at archipelagoon.randomizer.AdditionManager.setAddition(AdditionManager.java:125)```
oh im stupid
ignore me
I flipped a guard clause
right
the ui bug i forgot to address properly
@dusty gull bug when using item
Update your assets
And patches
damn, halfway there. ok let me try
dart died on load
he started sliding and then tripped and stayed there
"died" he did his tumble and didn't continue the animation
potato has done about 400 runs on this branch for me
Okay
I'll have to mess around with the addition unlock more
@earnest lion Lloyd 1 didnt send on this newest world
for shopsanity?
or 1.7.3
For the one you sent only in here and asked to test
The one you sent like 4 times. Newest one doesnt seem to send Lloyd 1
I honestly was already at fruegel before I even looked
It didnt send Lloyd 2 or anything though
When I ctrl f the debug log for error theres only one probably around that time maybe
Another issue though is I had a progression check in forest but no money so was going to circle back but I forgot merchant leaves so you cant actually circle back. Then I tried send_location but it just doesnt work. So I tried it for other shop slots and send_location literally doesnt work for any shops
yeah shops won't work b/c the location ids are messed up
i'm working on a fix for them
Makes sense i can just debug myself more gold and fake purchase the stuff I need
Do you want the error in my log? Its just a game audio error I doubt its the reason Lloyd didnt send
I set goal for chapter 3 so ill ping you if I see any other issues but its just Lloyd and shop ids for now it seems
When I play again and go back to forest save to cheat in gold ill pull up a Lohan save to retry Lloyd just in case but the other 4 sent so shouldnt magically send
@dusty gull CharacterLevelUpEvent is no longer sent
That is a distinct possibility
I completely rewrite the leveling code so I may have forgot to wire it back in
@dusty gull I've noticed that some of the bosses in archipelagoon aren't sending checks in the most recent version. Psion hasn't touched the code for that this update, did SC perhaps change something for on battle end with bosses that have cutscenes between combat and the xp screen?
I've been working on a separate branch, I haven't touched main much in a while
gremlins in the code
huh definitely wasn't what I thought since kongol 1 sent. apologies
if lloyd 1 was collected it wouldn't send, not sure if it applies to this
(we just found out that checks weren't sending b/c they were collected)
There shouldnt be any reason it was collected
Gotcha, we are testing it, so zen will confirm the issue
And then I'll fix hopefully
Ok i need some ideas here. If i do character sanity i'm going to have every character start at lvl 1, but I need to adjust their additions i think
what levels would be appropriate for unlock y'all think?
Its probably either base it off how dart works and if they have 3 (kongol) they max out faster. Or do the maths and ratio them might just be easier to use darts levels though
I actually dont know which would be better to play with
Okay i finished a run just to chapter 2 only with 200 price randomized shops.
One final bug. I have release mode set to disabled and it did a full release AND collect when I finished collect is on auto which has never collected other games before.
I assume you already know this from what you said already
Not sure why it would do that, the only thing i do is set the state to "goal"
might be a bug in the client library i use
Odd I have it to disabled so I can always play after a goal if I want. Only run its happened for is this beta apworld
And its never once collected on a goal either
For any game
But other than Lloyd and unknown ids it works well. My only thought is Forest might have to be missable or something with randomized shop prices since you cant go back to that merchant super easily since he disappaers
Wait it didnt release everythinf it just released like 40 things of the remaining 100 and collected like 10. Odd
And obviously im not the type to need fixes to any of this for these runs just testing out. I might try a multiworld with 2 chapter 1 goals and see if Lloyd 1 is bugged again plus the collect/release thing
well the point of this shopsanity cut is to fix these types of issues
so i'll see what needs to happen either way
eventually @west drum will fight lloyd lol
I just merged the branch I've been working on for the past couple months, please verify that archi is working @earnest lion
is this the main.char?
Yes, it's merged now
archi definitely does not work (yet) im fixing it up today
got a very good head start though
iirc its just utilizing the new methods
though I think i was trying to set the currently active addition
oh! and the character level up event
Refresh me, you wanted a levelup event right?
I had previously merged it into SC
it was fired in the PostBattleScreen class's givePendingXp method:
while(gameState_800babc8.charData_32c[charId].xp_00 >= getXpToNextLevel(charId) && gameState_800babc8.charData_32c[charId].level_12 < 60) {
gameState_800babc8.charData_32c[charId].level_12++;
this.levelsGained_8011e1c8[charSlot]++;
EVENTS.postEvent(new CharacterLevelUpEvent(charId, gameState_800babc8.charData_32c[charId]));
}```
but this method lets me hook into addition unlocks
we could also maybe create an AdditionUnlockEvent
so that maybe they could (in the future) be tied to some other unlocks
But that'll fix things for sure
I'm making it so you can control what stats and how many levels are gained via the event
Awesome!
Pushed
Also added CharacterDragoonLevelUpEvent
There is one caveat with the new code
When you load a save, you will get one level up event for every level of the character due to how SC currently loads saves
Let me know if this causes you problems
Okay
@dusty gull i don't think you are posting the event
unless i'm looking in the wrong spot
same with dragoon level up?
Ah yes I didn't actually fire it after adding the stats to it
Feel free to pr, I'm doing yard work atm
yep i'll have to do that after my stream, but i'll get one up
(if you don't beat me to it)
Sounds good
with these changes, i can confirm that i'm receiving things properly. I'll get a jar out
Ah, can't create a jar b/c of the changes to stats...
after adjust character HP, do I need to do something that loadCharacterStats() did? (looking at the icetrapitem you created a while back)
final CharacterData2c character = gameState_800babc8.charData_32c.get(charId);
final StatCollection stats = character.stats;
final VitalsStat stat = stats.getStat(HP_STAT.get());
final int currentHp = stats.getStat(HP_STAT.get()).getCurrent();
final int hpToTake = currentHp / 10;
stat.setCurrent(Math.max(1, currentHp - hpToTake));
loadCharacterStats(); // not sure what equivalent is here
response.success(I18n.translate(this.getTranslationKey("use")));
}```
Ok for the shopsanity build testers:
( @west drum @icy vortex )
I've fixed the unknown location stuff! i'll get a new APWorld soon. I've also updated the build to work with latest SC
Awesome. 🙂
@earnest lion sorry if I wasn't super clear on that PR comment, keep the EVENTS.postEvent(event) on its own line where it was, just remove the event = from the start of it
Since postEvent returns the event that's passed into it, doing event = EVENTS.postEvent(event) is the same as event = event (except it also fires the event)
Yeah it's just for convenience so you can do something like Event event = EVENTS.postEvent(new Event())
Ok I'll get that in once I'm at the pc
@dusty gull done
Merged
great! now i can tell people to use 1.7.4 officially
Which version of SC is this for btw? The testing one or?
Devbuild
both versions (pinned and the one above) are able to be used in the newest SC versions
beat me to it
thankyou ima try to set it up. friends doing an async so figure i may as well bring my comfort game 
Extracted archipelagoon into the mods folder but it doesnt seem to show up in the mods section of a new campaign
Send a screenshot of your mods folder
No subfolder
Sorry?
You have archi extracted into a subfolder inside of the mods folder
Move it up into the mods folder and it should work
Happy to help
What exactly does this mod do
Hey there! This mod allows legend of dragoon to be playable in the archipelago system!
https://archipelago.gg/
archipelago is a way to randomize contents across games
(or across a single game!)
Cool
It's archipelas your goons
it does it pretty goon too
I thought it arched our pelagoons. My bad.
it depends how we feelin' honestly
Is a new game required? Can it be used with the Stardust Indicators?
It should have no issues with Stardust Indicator. But if your seed changes a lot of major story items and locations, then might be best to start a new save. If you are using modest options though, then seems reasonable you could add it mid playthrough so long as all goals of the world are things you haven't partially done already.
I read a lot before installing it myself. And it seems most issues come from getting "goods" or the special story items through the mod before getting in the game itself. The more you change things in the APWorld options of course the weirder things might turn out. But isn't half the fun seeing how different you can make a playthrough be?
Stardust indicator mod is ok to use. Same with battle rewards (for now)
Please start a new campaign if you are using this mod
@earnest lion did you end up doing this? I don't remember https://github.com/Legend-of-Dragoon-Modding/Severed-Chains/issues/2562
Ah, I have not done to much on it. I think I got distracted with other stuff
But I should definitely look into it soon
I think when i looked into it i got distracted debugging the repeated give good problem
shopsanity rework is ready ✅ it'll be in the next version
now for the other changes >:)
@earnest lion I dunno if you still needed that change from the ticket I linked above but I did it
I saw, i'll have to do some testing to see if it enables what i'm looking for
thank you for doing that
Welcome
I think once i get these other changes in for the next version, i'll focus back on chests
I'm plowing through the last few things I want for 3.0
i've been watching the github channel very closely lol
I don’t believe in 3.0 lol
I'm gonna release it just to spite you, specifically
don't release it. At this point doing so would be gaslighting (/s)
do it, you won't 🙂
Bro went to the Valve school of releasing things
I will be wrapping up the last new features for the next version this week (probably). Once it's ready to test I will be putting together an async to test!
How long will run for? 
I expect it to be at least a week, but definitely longer depending on how active everyone is
Will it be a full LoD lobby? 👀
Definitely! Everyone will use the newly released APWorld for testing purposes
Hello everyone. Sorry in advance for my English, I’m French. I’ve been streaming LoD for a few days now and I’m looking for help with an issue in my game The Legend of Dragoon using the Archipelagoon 1.7.4 mod and Severed Chains 3.0.0-1634-devbuild. I’m using the US versions of the original games, so everything should be fine on that side. I have Java version 26 installed.
While streaming with two other streamers, they discovered the Divine Spirit Dragoon items: Jade, Blue, and Violet. However, I only have Dart, Shana, Lavitz (best bro ever!), and Rose. Unfortunately, these items are not being received in my game (and some other items as well). At first I thought it was normal because I hadn’t triggered the event that gives these Spirits yet. But I am now past the point where I should have obtained Jade—this one is supposed to be received a few minutes after defeating the boss—and still, nothing 🙁
When trying to use a “getitem” command to obtain the Jade item, here is the Java error that appears:
java.lang.reflect.InvocationTargetException
at java.base/jdk.internal.reflect.DirectMethodHandleAccessor.invoke(DirectMethodHandleAccessor.java:119)
at java.base/java.lang.reflect.Method.invoke(Method.java:565)
at io.github.archipelagomw.EventManager.callEvent(EventManager.java:68)
at io.github.archipelagomw.ItemManager.receiveItems(ItemManager.java:41)
at io.github.archipelagomw.WebSocket.onMessage(WebSocket.java:196)
at org.java_websocket.client.WebSocketClient.onWebsocketMessage(WebSocketClient.java:661)
at org.java_websocket.drafts.Draft_6455.processFrameText(Draft_6455.java:986)
at org.java_websocket.drafts.Draft_6455.processFrame(Draft_6455.java:910)
at org.java_websocket.WebSocketImpl.decodeFrames(WebSocketImpl.java:397)
at org.java_websocket.WebSocketImpl.decode(WebSocketImpl.java:229)
at org.java_websocket.client.WebSocketClient.run(WebSocketClient.java:544)
at java.base/java.lang.Thread.run(Thread.java:1474)
Caused by: java.lang.NoSuchMethodError: 'legend.game.inventory.Good legend.game.inventory.GoodsInventory.give(legend.game.inventory.Good)'
at archipelagoon.ap.events.ReceiveItemListener.onReceiveItem(ReceiveItemListener.java:52)
at java.base/jdk.internal.reflect.DirectMethodHandleAccessor.invoke(DirectMethodHandleAccessor.java:104)
... 11 more
Thanks for you're help, maybe you save my run & my stream ahah
I don't know 🙁 I search with IA & he called me "maybe it's change"
this is fixable, i'll have to spend some time to revert some changes for a proper 1.7.5 archipelagoon
Ok @earnest lion !
but it seems that newer SC changes changes related to goods might've broken the way i give them
a few bugs i'll need to fix for 1.7.5
so please wait until thats out!
Ok , thanks you @earnest lion ! I stop my run for this moment, I hope I haven't given you too much work, haha.
only a slight bit 😉
Doesn't look like it
Hmm..
I did this funny thing where i merged shopsanity's rework into main
so i have to double revert it lol
oof
What caused it to break? Goods haven't changed
not sure, i need to do some testing with latest SC
but apparently goods aren't being received properly (given to player) based on the crash anyway
Maybe it's me ^^" but I have Archipelagoon 1.7.4 mod and Severed Chains 3.0.0-1634-devbuild, USA Game, and It's not just a Dragoon Spirit (maybe normal for the Divine Dragoon Spirit ?), Boat License item too. I receive weapon / armor / item, but "special item" & Dragoon Spirit no 🙁
I don't have other mod.
Maybe my .yaml ?
name: Rei
description: YAML generated by Archipelago 0.6.7.
game: The Legend of Dragoon
The Legend of Dragoon:
progression_balancing: normal
accessibility: full
lod_completion_condition: chapter_4
addition_randomizer: 'off'
enable_shopsanity: true
local_items: []
non_local_items: []
start_inventory: {}
start_hints: []
start_location_hints: []
exclude_locations: []
priority_locations: []
Thanks @earnest lion & @dusty gull for you're check
Is 1634 the latest SC?
on this page https://legendofdragoon.org/projects/severed-chains/ , the last devbuild is 1636 (new update since 2 days)
Helpful information!
If you start a new campaign, same issue?
Yeah it looks like Goods are messed up for you. I'll work on it
Thanks a lot !
guess i'm swapping to release branches so this situation doesn't happen again 🙃
@dusty gull i'm sure i'm forgetting to copy a folder over
sort = timSort.getDeclaredMethod("sort", Object[].class, Integer.TYPE, Integer.TYPE, Comparator.class, Object[].class, Integer.TYPE, Integer.TYPE);```
You need to modify your run config to add the new opens define
You can copy the params of the SC run config
when did that happen
The last round of optimizations I did a few weeks ago
It won't affect your mod, just you being able to run it from the scdk
I'm able to receive them properly
let me try somethin gdifferent
ok so 1.7.4 from github: broken
1.7.4 from local: works
love it
try this
I try since 10mn
ok. let me know if it works
you should receive your items when you load into the save
Yes, it tells the mod loader to behave differently
@west drum @icy vortex when you get the chance could you verify goods are broken in 1.7.4 and current APWorld?
Latest SC as well
Ya i guess I can stop being a dinosaur in Marvel rivals later to see
I had to uninstall it because it distracts me
it's works ! I just getitem my all Dragoon Spirit but it's fine 🙂 I receive the Boat Of License too 🙂 thanks you @earnest lion !
Enjoy!
mhh but not possible to transform , normal @earnest lion ?
I think the icon should show up
i'm a idiot, I don't have SP mdr
yeah it's good , just need SP & addition just need 1 fight to unlock all ! It's perfect ! Thanks a lot again @earnest lion
@earnest lion is there a date set for the async? Is there gonna be an announcement for it? 
No rush! Just wanted to make sure I didn’t miss it 
I'll be announcing it for sure
@earnest lion are you using any of SC's file loading functions?
Anything from Loader, DrgnFiles, or Async?
I'm changing them to return futures instead of accepting callbacks because it gives a lot more power to the caller
I do not think so
I will be trying to knock out the last thing for this next release this week 🙏 I still need to officially release 1.7.5
But only one more feature for 2.0.0!
new feature? 👀
Yep yep!
is it public or secret?
It's basically public, but I've gotten deathlink, a shopsanity rework, and gold/exp modifiers to work.
New feature is dragoon magic added as items and locations
Delicious.
But once the version is ready for testing I'll be working with you @flint folio to get an event set up 🙂
I know someone sent a message earlier, but if anyone else has a similar issue
A formal release happening soon
Let's reconnect soon! I have plans for you. Or perhaps you have plans for me. Ideally both.
The message that was deleted was about the 3 gem stones from the Black Castle area. Not sure why it was deleted other than maybe they figured it out?
https://github.com/pkolb-dev/Archipelagoon/releases/tag/v1.7.5 Officially released 1.7.5!
You can use this with the latest SC 🙂
Can meet tomorrow if you are available?
thank you! here is hoping they found the file 🙏
What time of day?
