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Re: [MOD] Journey To Justice v1.1
Posted: Sat Mar 18, 2017 11:11 pm
by Duncan1246
THOM wrote:Duncan1246 wrote:So please a hint...

The ghostbowl and the ghostly door in front of the alcove are from the same material...
Yes, but nothing happens except the loud sound......... what to do next, that is my quest

The point is
I put the bowl on the tile of the alcove with the barrier, place the gem in a daemon mouth, fire and the gem goes above the bowl, sound... and the barrier is still there!!
Re: [MOD] Journey To Justice v1.1
Posted: Sat Mar 18, 2017 11:20 pm
by THOM
Still not a complete spoiler:
Why placing the bowl only infront of the alcove?
Re: [MOD] Journey To Justice v1.1
Posted: Sat Mar 18, 2017 11:55 pm
by AndakRainor
THOM wrote:Duncan1246 wrote:
An unknown bug: I try to cast a "one icon"-water spell (my mistake, never tested in main game) and get this:
Code: Select all
[string "Champion.lua"]:0: attempt to index a nil value
stack traceback:
[string "Champion.lua"]: in function 'addTrait'
[string "Champion.lua"]: in function 'castSpell'
[string "RunePanel.lua"]: in function 'updatePanel'
[string "AttackPanel.lua"]: in function 'update'
[string "AttackPanel.lua"]: in function 'update'
[string "Gui.lua"]: in function 'draw'
[string "GameMode.lua"]: in function 'update'
[string "Grimrock.lua"]: in function 'display'
[string "Grimrock.lua"]: in main chunk
It seems, that it is not possible for the engine to add the trait to your champion, that he successfully learned a new spell.
I have no idea where this comes from and it exceeds my coding-skills.
Maybe the post of
AndakRainor can help?
Unless I am confusing it with something else, it appears to be a bug of the game engine I know well enough!
To explain it a little, it is a crash that occurs when an imported character casts a new spell for the first time. The game then tries to add the trait of that spell to the character, and for some reason at that point the game "checks" all the traits the champion has, and if it finds any trait that was defined in the previous game but not in the current mod, then it will crash.
Modders can't do anything about it with the official scripting reference methods (we cannot get a list of the traits a champion has).
My little editor lets you edit your saved game files and for example clean the unwanted traits that remain from your previous game.
Re: [MOD] Journey To Justice v1.1
Posted: Sun Mar 19, 2017 12:10 am
by Duncan1246
THOM wrote:Still not a complete spoiler:
Why placing the bowl only infront of the alcove?
I tried every tile in the room, and even some elsewhere...
Re: [MOD] Journey To Justice v1.1
Posted: Sun Mar 19, 2017 12:18 am
by Duncan1246
AndakRainor wrote:
Unless I am confusing it with something else, it appears to be a bug of the game engine I know well enough!
To explain it a little, it is a crash that occurs when an imported character casts a new spell for the first time. The game then tries to add the trait of that spell to the character, and for some reason at that point the game "checks" all the traits the champion has, and if it finds any trait that was defined in the previous game but not in the current mod, then it will crash.
Modders can't do anything about it with the official scripting reference methods (we cannot get a list of the traits a champion has).
My little editor lets you edit your saved game files and for example clean the unwanted traits that remain from your previous game.
Thanks for the explanation, i have seen this before on loading a game with an imported party, it's the first time the game works except on the casting of the news spells.
I hope these spells aren't absolutely necessary to finish the game!
Re: [MOD] Journey To Justice v1.1
Posted: Sun Mar 19, 2017 12:18 am
by THOM
Duncan1246 wrote:THOM wrote:Still not a complete spoiler:
Why placing the bowl only infront of the alcove?
I tried every tile in the room, and even some elsewhere...
Oh mei. Place it into the alcove.
Re: [MOD] Journey To Justice v1.1
Posted: Sun Mar 19, 2017 12:22 am
by THOM
Duncan1246 wrote:I hope these spells aren't absolutely necessary to finish the game!
No, they aren't. There is one puzzle existing which can't be solved without - but it is completly optional.
Re: [MOD] Journey To Justice v1.1
Posted: Sun Mar 19, 2017 12:23 am
by Duncan1246
THOM wrote:
Oh mei. Place it into the alcove.
Players are always silly... I don't try this... because of the barrier...
Re: [MOD] Journey To Justice v1.1
Posted: Sun Mar 19, 2017 12:28 am
by THOM
And modders are always sadistic.
Re: [MOD] Journey To Justice v1.1
Posted: Sun Mar 19, 2017 12:40 am
by AndakRainor
THOM wrote:Duncan1246 wrote:I hope these spells aren't absolutely necessary to finish the game!
No, they aren't. There is one puzzle existing which can't be solved without - but it is completly optional.
Why not try the tool and clean your save instead of continuing without casting ?
