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FFX 3.2 Bug Reporting Thread, take II

Started by stumpy, January 31, 2007, 02:58:27 PM

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USAgent

Hey guys, I have a quick question (I doubt its a bug).   I just Installed FFX3.2 and I noticed that when I run the control center none of my state swaps are there any more for any of my hero files, the lines are completely blank as if I never did a state swap, but when I remove 3.2 and reinstall 3.0 the state swaps are back again.   I did a quick search for any issues like this but didnt come up with anything.

stumpy

Did you run the FFX customization converter? Are your other FFX customizations there?

USAgent

I seen in the trouble shooting info that it said to run the FFX CC , but I didnt see that any converter got installed with the mod, so no I didnt run any converter.  Where would this converter be at if I may ask?
And no none of the other customizations are there either in the control center.

TaskMasterX

Hey Agent, do this:
To convert your customizations, load the game and open the console and then type:

import convertffxcustomdata
convertffxcustomdata.ConvertCustomizations()

Then quit the game, load FFXCC, and check and see if your customizations are there.

USAgent

Thanks Stumpy and Task, that did the trick.  I must of missed that instruction at the last meeting

DEATH

     I was running a character with Weapon Master in the Rumble Room.  After the session started, he received commands to allow him to draw various weapons as he should.  Unfortunately, when he drew the various weapons the wrong objects displayed.  For example, drawing the pistol attached a fire hydrant to the character's hand.

DEATH

stumpy

Quote from: DEATH on March 14, 2007, 08:56:20 AMFor example, drawing the pistol attached a fire hydrant to the character's hand.

:lol: :lol: :lol:

(Sorry, but that sounded pretty funny!)

I just tried adding WEAPONS MASTER to a character and used her in the RR. I saw goofy behavior, too. For me, there were two problems. One was a duplicate default entry in FFX_WEAPONMASTER_CUSTOM in ffxcustom.py where I had
FFX_WEAPONMASTER_CUSTOM=[
["default","CUSTOM_DRAWPISTOL","ffx_flamethrower","CUSTOM_DRAWFLAMETHROWER","ffx_flamethrower","CUSTOM_DRAWRAYGUN","ffx_raygun"],

["types","CCommand#1","wWeapon#1","CCommand#2","wWeapon#2","CCommand#3","wWeapon#3"],
["default","CUSTOM_DRAWPISTOL","ffx_handgun","CUSTOM_DRAWFLAMETHROWER","ffx_flamethrower","CUSTOM_DRAWRAYGUN","ffx_raygun"],
]

when I should have had
FFX_WEAPONMASTER_CUSTOM=[
["default","CUSTOM_DRAWPISTOL","ffx_handgun","CUSTOM_DRAWFLAMETHROWER","ffx_flamethrower","CUSTOM_DRAWRAYGUN","ffx_raygun"],
["types","CCommand#1","wWeapon#1","CCommand#2","wWeapon#2","CCommand#3","wWeapon#3"],
]


The other thing is that the library\area_specific\weapons\handgun.nif is the mesh for a fire hydrant. I don't know how that got messed up and I don't have a handgun mesh handy, but I would imagine replacing that file with the one for an actual gun would help. (I was able to fire the hydrant as a gun, though.)

Epimethee

Unless someone enabled Weapon Master for 3.2 without mentioning it, the attribute was never really made available in FFX 3.x; the reason it's displayed (along with Time Master and probably some others) is because we made an error we releasing the Public Betas and merged with an old attributes.dat including old FFX 2.6 entries.

stumpy

Hee. I like it. This is neither a bug nor a feature. It doesn't exist. :P  (Shades of The Wizard of Oz: "Pay no attention to the man behind the curtain..."  :D)

Epimethee

Or "Sorry if the attribute doesn't work perfectly. It wasn't meant to work at all." :P

DEATH

     Okay.  I don't even know if it shows up in the in-game editor; I selected it creating a built-in with the editor.  Guess I'll just have to find a mesh/skin combo that does what I need after all...

DEATH

stumpy

Don't worry, you had no way to know it wasn't yet an "official" FFX attribute. If it shows up in FFEdit, it shows up in the in-game editor. What Épiméthée said is what's going on here: we added it to the attribute list to test for inclusion in a future version of FFX, but forgot to remove it when preparing the beta for release.

Epimethee

Quote from: stumpy on March 14, 2007, 06:53:26 PM
Don't worry, you had no way to know it wasn't yet an "official" FFX attribute. If it shows up in FFEdit, it shows up in the in-game editor.
Yeah, I didn't want to sound flippant. :)

QuoteWhat Épiméthée said is what's going on here: we added it to the attribute list to test for inclusion in a future version of FFX, but forgot to remove it when preparing the beta for release.
Actually, that's not what I said or meant – unless Stumpy is saying a political truth; in that case... err, what the man said. ;)

stumpy

Quote from: Epimethee on March 14, 2007, 07:02:04 PM
QuoteWhat Épiméthée said is what's going on here: we added it to the attribute list to test for inclusion in a future version of FFX, but forgot to remove it when preparing the beta for release.
Actually, that's not what I said or meant – unless Stumpy is saying a political truth; in that case… err, what the man said. ;)

Oops! I missed the "2.6" and got what you said confused with a conversation a while ago on the dev group about new attributes. My bad. I actually committed one of my own pet peeves: misquoting what someone just said. :oops:

Blitzgott

I made a custom character and gave him a direct attack that causes mental blank.

I then swaped it from blank to mental damage, but when I use it, it just causes blank. There's no damage whatsoever. I tested it with panic and it didn't work either. I even run the power ID generator, but it still doesn't work.

Here's the script.log:

[spoiler]>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
loading datfiles version 0.251000
loading cshelper ...
Starting ffx.py v. 3.2.0 build 10; branch = Public Beta 2
Loading m25ai.py v. 3.2.0 build 8; branch = m25 branch 1
Loading m25event.py v.3.2.0 build 6; branch = m25 branch 2
importing missionobjvar.py v1.18
importing MLOG Reader 1.0 alpha 17
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Campaign play.
Loading m25report.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25timestamp.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25getset.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25string.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25distance.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25template.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25missionover.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25energy.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25generateai.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25aigeneratedata.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25team.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25custompowers.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25cutscene.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25gametype.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25freeroamdata.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25customheads.py v.3.2.0 build 6; branch = m25 branch 2
CustomHeadCurrentTime 1173961962.156000
Starting Height Check module 1.4
Starting System Utilities 1.3
Starting General Utilities 1.0
OBJECTS_HEIGHT: 604 entries
NIF_OBJECTS: 482 entries
BUILDINGS_IN_OBJECTS_DAT: 30 entries
BUILDING_DIMENSIONS: 30 entries
Starting skXMapInfo.py  v 0.79 beta
skXMapInfo: m25ai available
Loading m25aiopt.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25aiconstants.py v.3.2.0 build 6; branch = m25 branch 2
FFX Mission Plugin 'firehydrant' imported
FFX Mission Plugin 'zombie' imported
Loading freeroam_keepbuildingdamage.py v.1.0.0 build 0; branch = main
FREEROAM_KBD: initialized
FFX Mission Plugin 'freeroam_keepbuildingdamage' imported
FFX Mission Plugin 'm25ai_lowjumper' imported
FFX Mission Plugin 'm25ai_realitymanipulation' imported
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
Loading m25enc.py v.3.2.0 build 8; branch = m25 branch 1
Loading m25name.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25randomenc.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25objective.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25freeroamally.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25spawn.py v.3.2.0 build 6; branch = m25 branch 2
FFX Mission Plugin 'm25enc_simplechoice' imported
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
sk: missionobjvar already loaded; resetting mission type to skirmish for mission and object vars
missionobjvar.SetFunctionsByMissionType: isCampaignMission=0, long variable cache has already been written to.
__MISSIONVARS = {'heightcheck_sampling_default': (1, 8), '_event_freeroam_initmission': [['FreeroamKBD_StartMission', 0]], '_event_freeroam_exitmission': [['FreeroamKBD_EndMission', 0]]}
__OBJECTVARS = {}
missionobjvar defining functions for Rumble Room play.
ffx3\sk.py importing FFX
ffx3\missions\scripts\sk.py loaded
>>> OnReceiveSelectedEnemies(('custom_vil_0', ))
try to spawn custom_vil_0
Campaign_MakeHeroIndex: Making index <e:\irrational games\freedom force vs the 3rd reich\ffx3\HeroIndexData.txt>
sk.SpawnEnemy: energy for _skcustom_vil_001 (cuban_male) changed from 9 to 0
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'MP_CITY'
initialising FFX: skirmish=1
numberStr=46
storing hero_0: id_1,-46
numberStr=47
storing hero_1: id_2,-47
TIME: 0.007649 for GetMissionVar
! GetMapInfo
AI: SetupAI() - setting ai for hero_0 ('aquaman (water)')
AI: SetupAI() - setting ai for _skcustom_vil_001 ('cuban_male')
AI: SetupAI() - setting ai for hero_1 ('thug_with_bat')
initialising FFQ_initialiseExtras()
FFX_UpdateSun: getting default sun
FFX_UpdateSun: setting = (-140.0, 70.0, 1.0, 0.800000011921, (0.699999988079, 0.600000023842, 0.600000023842))
addArrow _sk_arrow _skcustom_vil_001 0 0
---- TIME: 0.017069 for AI_UpdateMapInfoStatic
AI: AISetRunning hero_0 to 0
AI: _skcustom_vil_001:'cuban_male' hunting 'hero_0'
TIME: 0.006438 for ai for cuban_male
AI: AISetRunning hero_1 to 0
initAttribsForChar: working on hero_0 (aquaman (water))
initAttribsForChar (aquaman (water)): looking at attribute atlantianwater
execInitAttrib: init fastflier attribute inside ['atlantianwater', 'fastflier', 'fasthealing', 'invulnerable', 'acrobatic'] combo
    on hero_0 of template custom_template_46 (aquaman (water))
execInitAttrib: init fasthealing attribute inside ['atlantianwater', 'fastflier', 'fasthealing', 'invulnerable', 'acrobatic'] combo
    on hero_0 of template custom_template_46 (aquaman (water))
execInitAttrib: init invulnerable attribute inside ['atlantianwater', 'fastflier', 'fasthealing', 'invulnerable', 'acrobatic'] combo
    on hero_0 of template custom_template_46 (aquaman (water))
execInitAttrib: init acrobatic attribute inside ['atlantianwater', 'fastflier', 'fasthealing', 'invulnerable', 'acrobatic'] combo
    on hero_0 of template custom_template_46 (aquaman (water))
initAttribsForChar (aquaman (water)): looking at attribute telepathy
execInitAttrib: init telepathy attribute
    on hero_0 of template custom_template_46 (aquaman (water))
initAttribsForChar (aquaman (water)): looking at attribute flier
initAttribsForChar (aquaman (water)): looking at attribute heavy hitter
initAttribsForChar (aquaman (water)): looking at attribute level headed
initAttribsForChar: working on _skcustom_vil_001 (cuban_male)
initAttribsForChar: working on hero_1 (thug_with_bat)
initAttribsForChar (thug_with_bat): looking at attribute timid
initAttribsForChar (thug_with_bat): looking at attribute weak minded
Plugin 'firehydrant' OnPostInit() called
Plugin 'zombie' has no OnPostInit()
Plugin 'freeroam_keepbuildingdamage' OnPostInit() called
Plugin 'm25ai_lowjumper' has no OnPostInit()
Plugin 'm25ai_realitymanipulation' has no OnPostInit()
Plugin 'm25enc_simplechoice' has no OnPostInit()
TIME: 0.001176 for ai for cuban_male
---- TIME: 0.012879 for AI_UpdateMapInfoStatic
AI: _skcustom_vil_001:'cuban_male' hunting 'hero_0'
TIME: 0.002967 for ai for cuban_male
TIME: 0.001440 for ai for cuban_male
AI: _skcustom_vil_001:'cuban_male' hunting 'hero_0'
TIME: 0.003275 for ai for cuban_male
---- TIME: 0.013396 for AI_UpdateMapInfoStatic
TIME: 0.001450 for ai for cuban_male
AI: _skcustom_vil_001:'cuban_male' hunting 'hero_0'
TIME: 0.002773 for ai for cuban_male
---- TIME: 0.013182 for AI_UpdateMapInfoStatic
TIME: 0.001190 for ai for cuban_male
AI: _skcustom_vil_001:'cuban_male' hunting 'hero_0'
TIME: 0.002928 for ai for cuban_male
TIME: 0.001164 for ai for cuban_male
---- TIME: 0.012937 for AI_UpdateMapInfoStatic[/spoiler]

TaskMasterX

Blitz, I don't see any errors in your log. Check ffxcustom.py and see if there's an entry for your character near the bottom in FFX_CARRIERS, like this:
["my hero's name","blank","mentaldamage","all"],

If it's not there, then that is probably the issue. Make sure you run the conversion and check FFXCC to make sure your swap is getting saved.

USAgent

Blitzgott, damage state swaps dont work with direct attacks (or area or ranged explosive), state swaps only work with beam, melee, and ranged (non explosive) attacks.

USAgent

I have another hopefully easy question (concern).  Now this might of been covered before, and ive done a quick search, but this thread has grown quite long and I havnt came across it specificly yet. 
My M25 AI controlled custom characters lack what they used to have in the previous version (DR Mikes last one), Watching a rumble room (watch mode) used to be very action orientated, now its alot of .....nothing.  A character will use his active defense, hover around for awhile and activate it again, and again, and again, while normally aggressive characters will fire off a projectile, and stand there (or run away, but mostly stand there) until he finally gets energy to do something else.   Now, all my characters have at least a zero energy melee, but they hardly use it
One thing I did notice was that the energy recharge rate was fixed, will take away alot of the watch mode action, but there is too much standing around and ...waiting.  Is there anyway to unfix the recharge rate?

Also these are all characters that were run through the custom ai generator prevously, and not the current FFX3.2 version, but that shouldnt make any difference.  The more I think about it I think If I can get the energy recharge rate back to the fast unfixed version that should do the trick.

stumpy

There may be some other issue with the AI for your characters, but if they aren't using their zero-EP powers, then it's not likely to be just their energy stats that are wrong. I don't know if this is the solution, but an obvious thing is to do what you mentioned and run some characters through the new AI generator and see if that helps.

By the way the fix for the energy recharge rate was because, as released by IG, it really was broken. If your custom characters should all have an energy stat of 10 (which is what the bug caused for the enemies list characters). You can break it again by changing two or three files, but that's not really a good solution to this....

M25

Quote from: USAgent on March 15, 2007, 06:21:42 PM
I have another hopefully easy question (concern).  Now this might of been covered before, and ive done a quick search, but this thread has grown quite long and I havnt came across it specificly yet. 
My M25 AI controlled custom characters lack what they used to have in the previous version (DR Mikes last one), Watching a rumble room (watch mode) used to be very action orientated, now its alot of .....nothing.  A character will use his active defense, hover around for awhile and activate it again, and again, and again, while normally aggressive characters will fire off a projectile, and stand there (or run away, but mostly stand there) until he finally gets energy to do something else.   Now, all my characters have at least a zero energy melee, but they hardly use it
One thing I did notice was that the energy recharge rate was fixed, will take away alot of the watch mode action, but there is too much standing around and ...waiting.  Is there anyway to unfix the recharge rate?

Also these are all characters that were run through the custom ai generator prevously, and not the current FFX3.2 version, but that shouldnt make any difference.  The more I think about it I think If I can get the energy recharge rate back to the fast unfixed version that should do the trick.
It sounds like the AIs are starved for energy. 

There are a few things you could try...

Bump up the energy the characters get.  If you were happy with them when they had a higher recharge rate, give them a higher recharge rate.

Give ranged characters a zero energy ranged attack.   This will go a long way towards keeping the action up.  The AI produced by the AI generator divides characters into ranged and melee types.  Ranged types will try to stay away from the enemy, and they will not run up to use a melee attack, but they will happily use zero-cost ranged attacks.  Melee types will use a zero energy melee attack.

Slightly more complicated: change the AI - the AI produced by the generator isn't sacred by any means.  If it doesn't do what you want, change it.  Ranged characters could be told to charge into melee when they have no energy if you like.  It would look something like this:


['my_character',
["timer", 'auto',
"TFleeMelee(mindist='medium',movetype='move',time=0.87, situation='higherenergy 33')",
'TFleeMelee(type="any",subtype="emitting_damage",time=0.87)',
"TMelee('default Punch',time=1.03)",
"TRanged('high energy attack', time=2.88)",
'TMoveTo(mindist=\'long\' ,subtype="not emitting_damage",time=0.87)',
"TMoveTo(situation='lowerenergy 33', time=0.87)",
],
],


The key lines are  TFleeMelee which keeps a character away from melee and the last TMoveTo.  TFleeMelee has situation='higherenergy 33' added to it so the character will only move away when I have at least one bar of energy.  The last TMoveTo has been added to encourage the AI to move towards the enemy when they have less than one bar of energy (getting them in range for a melee attack).


Finally, for characters that only use their active defense, either give them more energy, lower the cost of the defense, or modify their AI (this one is simple).  The AI generator forces characters to maintain a minimum reserve of energy so that they have enough to use their active defense when they need it.  You can get rid of that section and they won't store up energy.
Look in the AI for the lines:


['energy reserve',
'medium',
],

and remove them.


Blitzgott

Quote from: USAgent on March 15, 2007, 02:20:31 PM
Blitzgott, damage state swaps dont work with direct attacks (or area or ranged explosive), state swaps only work with beam, melee, and ranged (non explosive) attacks.

I see.

Thanks.

USAgent

Quote from: M25 on March 16, 2007, 09:14:06 AM

It sounds like the AIs are starved for energy. 
Yes, the more I think about it that seems to be the case (instead of a new bug), the "ranged" types seem to be running or flying away until their energy recharges, and the characters with active defences arnt doing anything because they are waiting for thier "energy reserve" to be made, where as before when the characters energy were all at 10 they never had to wait for any reserve or energy charging.
Quote
The key lines are  TFleeMelee which keeps a character away from melee and the last TMoveTo.  TFleeMelee has situation='higherenergy 33' added to it so the character will only move away when I have at least one bar of energy.  The last TMoveTo has been added to encourage the AI to move towards the enemy when they have less than one bar of energy (getting them in range for a melee attack).

I'm gonna use that for characters who are known for melee's as well as ranged attacks

Also I removed the "energy reserve" from one of my characters that use their active defense over and over, and it help out quite a bit.

Thanks for the help!

.......now back to stuff actually FFX3.2 related....

Blitzgott

I'm not sure if it's a bug or something I overlooked, but built-in attributes simply don't work when I include them in combos. So far, I tested berserk, grim resolve and heavy lifter, and none of them seem to work. BTW, I tested grim resolve and berserk by letting a custom character hit another one to see how long it would take for him to recover from stun and if he would be enraged.

Could anyone help me out?

Thanks in advance.

Epimethee

Indeed a simple case of overlooking. ;)

Sadly, built-in attributes can't be included in combos. However the built-ins which could be simluated through scripting have been; those can be used in combos. For details, please check the "Combination Attributes (Power Cosmic and Thoughtform)" under Attributes in the manual. Available built-in attributes with scripted versions are listed in the Attributes Table page.

catwhowalksbyhimself

Heavy Lifter should be working, although it's the only one of those that should be.

Blitzgott

Quote from: Epimethee on March 23, 2007, 04:41:17 PM
Indeed a simple case of overlooking. ;)

Sadly, built-in attributes can't be included in combos. However the built-ins which could be simluated through scripting have been; those can be used in combos. For details, please check the "Combination Attributes (Power Cosmic and Thoughtform)" under Attributes in the manual. Available built-in attributes with scripted versions are listed in the Attributes Table page.

Hmm...

I checked just now the attribute table like you told me to, and, according to it, both berserk and grim resolve should work with combo attributes. Heavy lifter too. However, they don't work for me, like I wrote in my last post. Is my manual outdated or something?

Epimethee

Touché. If it's not because the attributes are invalid, then the most likely cause are a typo in writing the combo attribute. Please paste your ffxmulti.py entry and script.log. Thanks.

And yes, there are parts of the manual which are outdated, but it shouldn't be an issue here.

Blitzgott

I tested some more and I think grim resolve is working. Not sure, though. Kinda hard to tell only from watching heroes recover from stun.

I tested berserk again and it worked, if weirdly (triggers all the time and the hero takes forever to return back to normal state, if he returns).


Here are what you asked me:

ffxmulti entry: ['wolverine','ffqtracking','lesserregeneration','grimresolve','heavylifter'],


Script.log:

[spoiler]>>> system/init.py executed
>>> system/localinit.py executed
>>> system\tredir.py executed
loading datfiles version 0.251000
loading cshelper ...
Starting ffx.py v. 3.2.0 build 10; branch = Public Beta 2
Loading m25ai.py v. 3.2.0 build 8; branch = m25 branch 1
Loading m25event.py v.3.2.0 build 6; branch = m25 branch 2
importing missionobjvar.py v1.18
importing MLOG Reader 1.0 alpha 17
missionobjvar(FixLongs): Fixing overflow issue with <SCSTATE_BUOYANT>
missionobjvar defining functions for Campaign play.
Loading m25report.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25timestamp.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25getset.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25string.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25distance.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25template.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25missionover.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25energy.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25generateai.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25aigeneratedata.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25team.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25custompowers.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25cutscene.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25gametype.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25freeroamdata.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25customheads.py v.3.2.0 build 6; branch = m25 branch 2
CustomHeadCurrentTime 1174734036.343000
Starting Height Check module 1.4
Starting System Utilities 1.3
Starting General Utilities 1.0
OBJECTS_HEIGHT: 604 entries
NIF_OBJECTS: 482 entries
BUILDINGS_IN_OBJECTS_DAT: 30 entries
BUILDING_DIMENSIONS: 30 entries
Starting skXMapInfo.py  v 0.79 beta
skXMapInfo: m25ai available
Loading m25aiopt.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25aiconstants.py v.3.2.0 build 6; branch = m25 branch 2
FFX Mission Plugin 'firehydrant' imported
FFX Mission Plugin 'zombie' imported
Loading freeroam_keepbuildingdamage.py v.1.0.0 build 0; branch = main
FREEROAM_KBD: initialized
FFX Mission Plugin 'freeroam_keepbuildingdamage' imported
FFX Mission Plugin 'm25ai_lowjumper' imported
FFX Mission Plugin 'm25ai_realitymanipulation' imported
Loading     m25enc_simplechoice.py v.1.0.0 build 0; branch = main
Loading m25enc.py v.3.2.0 build 8; branch = m25 branch 1
Loading m25name.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25randomenc.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25objective.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25freeroamally.py v.3.2.0 build 6; branch = m25 branch 2
Loading m25spawn.py v.3.2.0 build 6; branch = m25 branch 2
FFX Mission Plugin 'm25enc_simplechoice' imported
Starting Built-In Function Wrapper 1.5
('Object_CalcPrestige', 'js')
sk: missionobjvar already loaded; resetting mission type to skirmish for mission and object vars
missionobjvar.SetFunctionsByMissionType: isCampaignMission=0, long variable cache has already been written to.
__MISSIONVARS = {'heightcheck_sampling_default': (1, 8), '_event_freeroam_initmission': [['FreeroamKBD_StartMission', 0]], '_event_freeroam_exitmission': [['FreeroamKBD_EndMission', 0]]}
__OBJECTVARS = {}
missionobjvar defining functions for Rumble Room play.
ffx3\sk.py importing FFX
ffx3\missions\scripts\sk.py loaded
>>> OnReceiveSelectedEnemies(('custom_vil_0', ))
try to spawn custom_vil_0
sk.SpawnEnemy: energy for _skcustom_vil_001 (cuban_male) changed from 9 to 0
MLOG_Init(keepRunningModules=0): starting up
mlogreader.MLOG_Init: current mission = 'MP_CITY'
initialising FFX: skirmish=1
numberStr=46
storing hero_0: id_1,-46
TIME: 0.007671 for GetMissionVar
! GetMapInfo
AI: SetupAI() - setting ai for _skcustom_vil_001 ('cuban_male')
AI: SetupAI() - setting ai for hero_0 ('wolverine (CC)')
initialising FFQ_initialiseExtras()
FFX_UpdateSun: getting default sun
FFX_UpdateSun: setting = (-140.0, 70.0, 1.0, 0.800000011921, (0.699999988079, 0.600000023842, 0.600000023842))
addArrow _sk_arrow _skcustom_vil_001 0 0
---- TIME: 0.016660 for AI_UpdateMapInfoStatic
AI: _skcustom_vil_001:'cuban_male' hunting 'hero_0'
TIME: 0.006209 for ai for cuban_male
AI: AISetRunning hero_0 to 0
initAttribsForChar: working on _skcustom_vil_001 (cuban_male)
initAttribsForChar: working on hero_0 (wolverine (CC))
initAttribsForChar (wolverine (CC)): looking at attribute claws
initAttribsForChar (wolverine (CC)): looking at attribute hirsute
initAttribsForChar (wolverine (CC)): looking at attribute alkaline
initAttribsForChar (wolverine (CC)): looking at attribute wall climbing
initAttribsForChar (wolverine (CC)): looking at attribute wolverine
execInitAttrib: init ffqtracking attribute inside ['wolverine', 'ffqtracking', 'lesserregeneration', 'grimresolve', 'heavylifter'] combo
    on hero_0 of template custom_template_46 (wolverine (CC))
execInitAttrib: init lesserregeneration attribute inside ['wolverine', 'ffqtracking', 'lesserregeneration', 'grimresolve', 'heavylifter'] combo
    on hero_0 of template custom_template_46 (wolverine (CC))
execInitAttrib: init grimresolve attribute inside ['wolverine', 'ffqtracking', 'lesserregeneration', 'grimresolve', 'heavylifter'] combo
    on hero_0 of template custom_template_46 (wolverine (CC))
execInitAttrib: init heavylifter attribute inside ['wolverine', 'ffqtracking', 'lesserregeneration', 'grimresolve', 'heavylifter'] combo
    on hero_0 of template custom_template_46 (wolverine (CC))
Plugin 'firehydrant' OnPostInit() called
Plugin 'zombie' has no OnPostInit()
Plugin 'freeroam_keepbuildingdamage' OnPostInit() called
Plugin 'm25ai_lowjumper' has no OnPostInit()
Plugin 'm25ai_realitymanipulation' has no OnPostInit()
Plugin 'm25enc_simplechoice' has no OnPostInit()
TIME: 0.001080 for ai for cuban_male
---- TIME: 0.013187 for AI_UpdateMapInfoStatic
AI: _skcustom_vil_001:'cuban_male' hunting 'hero_0'
TIME: 0.002640 for ai for cuban_male
TIME: 0.001105 for ai for cuban_male
AI: _skcustom_vil_001:'cuban_male' hunting 'hero_0'
TIME: 0.002756 for ai for cuban_male
---- TIME: 0.013077 for AI_UpdateMapInfoStatic
TIME: 0.001293 for ai for cuban_male
AI: _skcustom_vil_001:'cuban_male' hunting 'hero_0'
TIME: 0.003075 for ai for cuban_male
---- TIME: 0.013033 for AI_UpdateMapInfoStatic
TIME: 0.001107 for ai for cuban_male
AI: _skcustom_vil_001:'cuban_male' hunting 'hero_0'
TIME: 0.003092 for ai for cuban_male
TIME: 0.001083 for ai for cuban_male
---- TIME: 0.013378 for AI_UpdateMapInfoStatic
AI: _skcustom_vil_001:'cuban_male' hunting 'hero_0'
TIME: 0.002817 for ai for cuban_male
TIME: 0.001073 for ai for cuban_male
---- TIME: 0.013432 for AI_UpdateMapInfoStatic
AI: _skcustom_vil_001:'cuban_male' hunting 'hero_0'
TIME: 0.002705 for ai for cuban_male
TIME: 0.001106 for ai for cuban_male
AI: _skcustom_vil_001:'cuban_male' hunting 'hero_0'
TIME: 0.003307 for ai for cuban_male
---- TIME: 0.013216 for AI_UpdateMapInfoStatic
TIME: 0.001097 for ai for cuban_male
AI: _skcustom_vil_001:'cuban_male' hunting 'hero_0'
TIME: 0.002800 for ai for cuban_male
[/spoiler]

Epimethee

Your entries are fine and get initialised properly; no issue there. Just to cover the bases:

Grim Resolve: the scripted version should remove stun 50% of the time and print out to script.log "wolverine resisted the primary state attack!"

Berserk: since it's not part of the combo, I can't say. The code is quite simple and shouldn't behave like that. You were really using the scripted version? What were the other attributes on the character?

Tracking: There isn't a TRACK (or something similar) custom command on Wolvie?

Lesser Regen: So, Wolvie never regains HP?

Heavy Lifter: Assuming Wolverine is the first hero in the squad in Rumble Room mode: From the console, if you enter removeFFXAttrib('hero_0','heavylifter'), can he still lift all the same objects? (The attribute basically gives +3 strength to the characters for lifting objects.)


Blitzgott

Quote from: Epimethee on March 24, 2007, 06:27:16 AM
Grim Resolve: the scripted version should remove stun 50% of the time and print out to script.log "wolverine resisted the primary state attack!"

Oh, I see... I'll see later if this message appears on my script.log.

Quote from: Epimethee on March 24, 2007, 06:27:16 AM
Berserk: since it's not part of the combo, I can't say. The code is quite simple and shouldn't behave like that. You were really using the scripted version? What were the other attributes on the character?

It was part of the combo, but I had to remove it because the hero went berserk almost as soon as the rumble room session started, and, therefore, didn't let me test the other attributes. But, as I mentioned earlier, it somewhat works.

Quote from: Epimethee on March 24, 2007, 06:27:16 AM
Tracking: There isn't a TRACK (or something similar) custom command on Wolvie?

There is. I didn't complain about this one.

Quote from: Epimethee on March 24, 2007, 06:27:16 AM
Lesser Regen: So, Wolvie never regains HP?

No issues with this one either. Just included there because you told me to paste my ffxmulti entry, so I just pasted the entire combo.

Quote from: Epimethee on March 24, 2007, 06:27:16 AM
Heavy Lifter: Assuming Wolverine is the first hero in the squad in Rumble Room mode: From the console, if you enter removeFFXAttrib('hero_0','heavylifter'), can he still lift all the same objects? (The attribute basically gives +3 strength to the characters for lifting objects.)

This one wasn't meant to be part of the combo. I gave it to Wolverine for testing purposes only and because I didn't felt like creating another combo attribute. And no, it's not working for me. I gave Wolverine a strength score of 4. With this much strength, cars cannot be lift from he ground. With heavy lifter, his strength, for lifting purposes, should be 7. With this much strength, he should be able to lift a car, but he can't.

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