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never happend to me even with 14+ bandit camp, are you using sure hit, or some skill like that btw wich can be obtain in the debug mod if i'm not mistaken ?

Nope, I use only aric's expansion mod, random portraits and the constants mod.  I just used the constants mod to change the stats. The problem trigger sometimes (not always) when I keep spamming "1" while also spamming left click to select the enemy. 

strange indeed

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Just the attack skill, only used constants mod and what it has to offer and the error code points to damage effect scales calculation, doesn't really say where or what group is.

Honestly could be something simple like loading problem with custom images that maybe bit too large size for what its use for,  just creating stress on game engine having to resize image and use said image in attack animation causing it to stagger when force to speed up which can end up skipping something leading back to problem.  Give that wild theory try later.

You may want to verify that you are looking at the correct file or lines of code. The error message points to this line:

if scene.targetskill.targetgroup == 'enemy' && scene.selectedcharacter.group == self.group:

This line has nothing to do with damage at all. It checks that you haven't selected one of your own party members as the target for a skill that targets the enemy. "group" shows up twice in this line, both being the string member variable of combatants that indicates which group they are apart of.

 I have not yet ruled out the possibility of a race condition due to rapid inputs, but it should not be the case that something was skipped due to poor performance.

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Oh yeah, thanks for pointing that out I pretty much went with first thing I saw on top the page with 'go to' line function search, still getting hang of coding  and it was literally in next code func below.

Anyways think you might be correct with rapid inputs, did some stress test with large images all that was achieved creating lag spikes no change in script flow, only when mashing button inputs you get the problem and a lot sooner in frenzy manner.

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Not certain that this is the only gap, but neither the key press event for skills nor the skill button press function checks the battle state before doing stuff. Adding the following couple of lines to the start of pressskill(), should cover this gap.

func pressskill(skill):
    if period != 'base' && period != 'skilltarget':
        return

Note that this site converts leading tabs to spaces, so you will need to convert them back to tabs.
This should mean that the window for pressing the 1 key after a mouse click was only about 1/30 of a second.

The code line worked, wasn't able to deliberately create any soft lock or seen any odd effects.

So yes it suitable to stop odd chance of the problem occurring.