TheLemon27
Recent community posts
similar bug, I played consulter with the exact same setup, but only ever drew the one muscle card.
edit: after trying it multiple more times, it seems like it's almost random? sometimes I get muscle, sometimes I get one of the consulter cards, and sometimes its just the neutral deck with no extra cards
game crashes when you win against rotten apple, possible dialogue bug?
-------------------------------------- filename: diceydungeons package: com.terrycavanaghgames.diceydungeons version: v2.1 / 1.0 (mod API) sess. ID: dicey_dungeons_2023-03-19_19'41'09 started: 2023-03-19 19:41:09 -------------------------------------- crashed: 2023-03-19 20:04:59 duration: 00:23:49 error: ERROR in callscenemethod(Combat,update) static : Invalid UTF8, stack = Called from haxe.Utf8.length (C:\coding\haxe\openfl\std/cpp/_std/haxe/Utf8.hx line 74) Called from lime.text._UTF8String.UTF8String_Impl_.get_length (lime/text/UTF8String.hx line 362) Called from MyLocale.translate_minwidth (Locale.hx line 1045) Called from displayobjects.Textbox.internaldisplay (displayobjects/Textbox.hx line 177) Called from displayobjects.Textbox.displaytitle (displayobjects/Textbox.hx line 107) Called from elements.Fighter.showfirstandlastwords (elements/Fighter.hx line 3170) Called from states.Combat.update (states/Combat.hx line 857) Called from Reflect.callMethod (C:\coding\haxe\openfl\std/cpp/_std/Reflect.hx line 55) stack: haxegon.Scene.callscenemethod (haxegon/Scene.hx line 93) haxegon.Scene.update (haxegon/Scene.hx line 53) haxegon.Core.doupdate (haxegon/Core.hx line 265) haxegon.Core.onEnterFrame (haxegon/Core.hx line 178) starling.events.EventDispatcher.__invokeEvent (starling/events/EventDispatcher.hx line 184) starling.events.EventDispatcher.dispatchEvent (starling/events/EventDispatcher.hx line 144) starling.display.DisplayObject.dispatchEvent (starling/display/DisplayObject.hx line 778) starling.display.DisplayObjectContainer.broadcastEvent (starling/display/DisplayObjectContainer.hx line 456) starling.display.Stage.advanceTime (starling/display/Stage.hx line 108) starling.core.Starling.advanceTime (starling/core/Starling.hx line 469) starling.core.Starling.nextFrame (starling/core/Starling.hx line 455) starling.core.Starling.onEnterFrame (starling/core/Starling.hx line 682) openfl.events.EventDispatcher.__dispatchEvent (openfl/events/EventDispatcher.hx line 443) openfl.display.DisplayObject.__dispatch (openfl/display/DisplayObject.hx line 1236)
yea, it keeps happening whenever i complete an episode for any character
my theory is that the game doesnt know what new episodes to unlock, because you overwrite all the episodes and replace em with noithing, so it gets confused and crashes
(idk much abt modding this game so take this with a grain of salt)
hey the mod keeps crashing on episode completion, can you tell me why? heres the crash log:
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filename: diceydungeons package: com.terrycavanaghgames.diceydungeons version: v2.1 / 1.0 (mod API) sess. ID: dicey_dungeons_2023-03-11_18'43'54 started: 2023-03-11 18:43:54 -------------------------------------- crashed: 2023-03-11 19:27:46 duration: 00:43:52 error: ERROR in callscenemethod(GameComplete,update) static : Null Object Reference, stack = Called from states.GameComplete.showscorecard (states/GameComplete.hx line 344) Called from states.GameComplete.update (states/GameComplete.hx line 223) Called from Reflect.callMethod (C:\coding\haxe\openfl\std/cpp/_std/Reflect.hx line 55) stack: haxegon.Scene.callscenemethod (haxegon/Scene.hx line 93) haxegon.Scene.update (haxegon/Scene.hx line 53) haxegon.Core.doupdate (haxegon/Core.hx line 265) haxegon.Core.onEnterFrame (haxegon/Core.hx line 178) starling.events.EventDispatcher.__invokeEvent (starling/events/EventDispatcher.hx line 184) starling.events.EventDispatcher.dispatchEvent (starling/events/EventDispatcher.hx line 144) starling.display.DisplayObject.dispatchEvent (starling/display/DisplayObject.hx line 778) starling.display.DisplayObjectContainer.broadcastEvent (starling/display/DisplayObjectContainer.hx line 456) starling.display.Stage.advanceTime (starling/display/Stage.hx line 108) starling.core.Starling.advanceTime (starling/core/Starling.hx line 469) starling.core.Starling.nextFrame (starling/core/Starling.hx line 455) starling.core.Starling.onEnterFrame (starling/core/Starling.hx line 682) openfl.events.EventDispatcher.__dispatchEvent (openfl/events/EventDispatcher.hx line 443) openfl.display.DisplayObject.__dispatch (openfl/display/DisplayObject.hx line 1236)
oops
error log:
--------------------------------------
filename: diceydungeons
package: com.terrycavanaghgames.diceydungeons
version: v2.1 / 1.0 (mod API)
sess. ID: dicey_dungeons_2022-09-09_10'13'55
started: 2022-09-09 10:13:55
--------------------------------------
crashed: 2022-09-09 10:21:13
duration: 00:07:18
error: Null Object Reference
stack:
elements.DiceyScript.set (elements/DiceyScript.hx line 53)
Script.loadallconstants (Script.hx line 514)
Script.load (Script.hx line 373)
elements.Equipment.doequipmentaction (elements/Equipment.hx line 3023)
Reflect.callMethod (C:\coding\haxe\openfl\std/cpp/_std/Reflect.hx line 55)
motion.actuators.GenericActuator.complete (motion/actuators/GenericActuator.hx line 155)
motion.actuators.SimpleActuator.update (motion/actuators/SimpleActuator.hx line 529)
motion.actuators.SimpleActuator.stage_onEnterFrame (motion/actuators/SimpleActuator.hx line 608)
openfl.events.EventDispatcher.__dispatchEvent (openfl/events/EventDispatcher.hx line 443)
openfl.display.DisplayObject.__dispatch (openfl/display/DisplayObject.hx line 1236)
this is decently well made
howevere there are still a few things that bug me:
- countdowns dont stay reduced between turns
- any equipment unused by the 1st player can be used by the 2nd player (gives the 2nd player more choices)
- only uses the warrior, i wish i could play as the other characters
but yeah, great mod loads of fun!