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Post by bigfoot on Sept 5, 2017 10:17:01 GMT -8
Battle Tactics Mod
This mod is intended to enhance the gameplay of LD by letting the player benefit from more reactive and realistic strategies than the currently optimal huddle-in-a-corner-and-wait-for-them-to-run-into-our-guns.
The key theme is movement matters and the battlefield changes as you play.
This mod raises the skill ceiling of the game significantly, giving you the opportunity to deal significantly more damage, but a misplay will potentially cost you the battle. It is disabled on escort missions and the final LD mission by default.
Special thanks to my testers, the beneficent Blackhead and the fantastic neppi
Mod 1: Movement
This mod changes the sprite of ships as they change directions, no longer must you fly backwards as you turn your lasers 180* and shoot through your own hull to target enemy ships...
The magnificent innovation of steering is here!
This mod can be used on its own perfectly well, and was released some time in 2016, its just been updated slightly. On it's own it is just a graphics mod but it is really needed to get the most out of the evasion mod.
Mod 2: Wreckage
This mod causes ships to leave behind burnt out husks of colour coded cover (apart from Ryders) that has different stats depending on the ship that was destroyed (lifespan, hp, % to block, ext).
However because it is unstable cover, if it's destroyed by weapons fire... It explodes dealing damage. If it's not destroyed it will eventually collapse beyond any use (again the time depends on the ship that spawned it)
This obviously rewards aggressive, flexible play by providing cover for ryders to utilize if they can get close enough to the enemy ships.
Again, this mod can be used on its own perfectly well and was released alongside the movement mod in 2016 but adds an additional layer of strategy to the evasion mod.
Mod 3: Evasion.This is the big mod, it has a huge effect on battles but is entirely customisable and easy to adapt to anyone's personal play style. It is set up by default, to how I use it but in the Config file, there are 36 different options that can be changed to give it huge versatility. If you have an alternate setup then you can always post it on the boards for others to try.
Movement Matters
With this part of the mod enabled, moving gives you buffs to your evasion, whilst standing still or crowding your ships together reduces it. This can either be on a turn by turn basis or a distance traveled basis.
Mode 1: Hex mode
When you move you gain +1 stack of evasion buff per hex. You loose 25% of those at the start of your next turn and if you don't move at all, you gain an additional penalty of -2 stacks, by default it is capped at +20/-7 and +2% evasion per stack This means Cap Ships have the armor to only occasionally move but light ryders become more maneuverable and the movement helps offset the risk they take by being so close to enemy ships, Bombers and snipers sit back a bit more, but do need to occasionally move or they become more and more vulnerable.
Mode 2: Turn Mode
In this alternative mode, ships gain stacks of movement whenever they move in a turn, no matter how much they do so and gain a penalty if they don't (adjustable). It is simpler and easier but much less realistic.
In addition on both of these modes, entering cover removes any penalty to evasion (optional) and ships with adjacent ships gain an evasion debuff (optional)
Placement Matters
It stands to reason ships have greater armor on the front to the rear, this mod gives ships damage reduction dependent on where it originated. Ships in a 45* angle in front of the ship deal less damage to ships above/below/behind. the less head-on ships are, the more damage they will deal to their opponents. By maneuvering to attack enemy ships rear you can do significantly more damage (default max -9% damage to +25% damage). Using gravity guns to turn ships around could mean the difference of +~30% damage reduction or gain and life or death of a troublesome enemy.
Critical Hits
With this part of the mod, weapons apart from support/missile/rockets (can be enabled though) have a base 5% chance to critical hit, inflicting either bonus damage, destroying missiles/rockets in the ship and 5 other status effects. In addition, attacks with accuracy over 100 gain 1% chance to crit for every 5 accuracy above 100, letting them benefit from being either close or stacking accuracy buffs. All critical effects can be turned on or off and the size of the effect altered.
Critical Effects: Shields damaged Engines disabled Missiles detonated Rockets detonated Armor Sundered Bridge crippled Maneuverability reduced Critical damage
This is a very complex mod, so whilst it has been tested extensively there may be bugs, please do let me know if you find any.
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Post by neppi on Sept 5, 2017 11:40:27 GMT -8
Brooo I just made my mod compatible with the Tweakpack and now there is more work Just joking I'm appreciating your work a lot! You may update the mod list soon with all the mods for LD which are compatible with each other Are there more mods to come? I will test your tactics mod soon, so be ready Does your tactic mod influence the AI? Will they get bonus/penalty dmg/crit etc. as well? If yes, will they consider the angle to their target? I really had to laugh there xD! But its true: The escort missions are on the same level as the final end boss. emoticon_ava2_small Edit: I just saw you didn't overwrite any classes/definition from the original game except the get_acc and the Mfire etc. so my mod should be compatible (will test this tomorrow) SuperRocket() has its own fire class. Can this cause problems? I'm not sure what you changed in the fire options so I cannot check myself. Edit2: I don't like that gravity gun is giving the enemy evasion xD Edit3: (My last edit for today I hope) I tested it a bit. The angles are quite nice. My suggestions until now:a) Being able to turn your ships without moving a hex (with energy use of course) would be quite nice. I hate games where changing direction can just be done by acutally moving Don't know hwo to code this though (perhaps with key from the tastatur? Press 'J' -> Directionchange of BM.selected) b) If you hover over a weapon, on the enemy there should be a little +/-X% for the damage modify due to the angle (like accuracy % just smaller). This would help quite a lot. If you like that idea, I could look if I can code this without adding too much lag I think I can. c) The angles just shout to the player to use Bianca just for turning around ryders to shot their back I think gravity shouldn't turn enemys and also not give them movement stacks. But thats just for me personally, I don't even know how to code this as gravity just moves the enemy like it would move itself. d) Just for information: Ryders like Icari just get so much evasion through movement xD I will cap mine at 15 stacks but changing End to 1.0 so the negativ cap stays at 7 Just wanted to share my modification. Still will need a lot of testing time to find my optimal setting but until now it is really good! -14% evasion is not too much but also not too little for ships like chigara or the paladin (though the paladin will be focused more, something I decreased in my mod.. xD). Edit4: Sorry, but I found a bug I think: I attacked with the Blackjacklaser with damage 1000 with and without angle mod. Crits were False. With default settings I would expect: Positioned in front of the enemy: 1000 * (100% - 9%) = 910 (without angle mod 1000) Positioned behind the enemy: 1000 * (100% + 27%) = 1270 (without angle mod 1000) But I got: Positioned in front of the enemy: ~820 (without angle mod ~1000) Positioned behind the enemy: ~1540 (without angle mod ~1000) The only thing I edit was the True/False at crit and angle mod. Nothin' else was changed at this stage. So it seems like he would add the +/-damage twice. I assume this code is the reason for it at Lfire: So it might be that the damage from TL__damagemodifier is added twice as the BM.attacker.weapon is the same as the self.weapon. The code is also used for accuracy adding so I assume the bug will appear there as well. (and for item[0] = 1 as well). My suggestion: Delete one of both. Or is there a situation where the BM.attacker is someone else than the self in the Lfire/Mfire/... definition? Edit 5: Aand found another mistake regarding the angle calculation. This time I use picture to explain why I think you should edit the code like I did in the following quote: If you want the real angle on the battlefield (not looking at hex) you have to subtract 0.5 instead of 1.0, as the hexs are moved by 0.5 width form each other at each column. Moreover you also have to subtract 0.5 from the attacker (tar[0]) because he can also be at the %2 line I tested it and had the following situation: Picture time: Ignore that the blackjack is standing east side. She turns as soon as she attacks anyway. Analyse shows that the angle has to be around 63.435°. Ingame I saved the calculated angle (variable c in your code) with a random variable name. With your old mod I got 45° because blackjacks location is (12,6) and you didnt subtract the tar[1]. If the Nightmare and blackjack are switched I got 90°. Both are wrong. Using my modification of the mod the angle is 64°, which is the right angle in this situation. I saw the problem as the blackjack were standing right in front of the Nightmare and still shooting > 1000 damage (90° instead of 180°/0°) (no problem if 2 hex away) so just looking for the targets_y_location ends in a mess for melee By the way: Crits are not working for me even if the mod is on True and crit base chance is 50%. Please test it in game. If it works for you it must be me at this point. Not quite sure how the 'e' in e <= crit_chance: # Roll 0-1, if in crit range, apply crit effect gets a value or number though. Perhaps this e is the reason. If I type e in the chat console: renpy.character.ADVcharacter object at XXX. This is my last edit i swear, I'm now going to sleep Awesome mod. Really like it so far!! I hope you have enough time/energy to answer my suggestions/bugreports
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Post by bigfoot on Sept 5, 2017 16:34:46 GMT -8
Haha yes I was waiting for you to find bugs I couldn't! Glad it didn't break anything, it shouldn't do if its good with the tweakpack, its built with the same architecture and is probably redundant now its out. Unfortunatly the AI dosen't take angles into account, it could be done... but not this late at night. Ok... onto the list a) Yes, good thought, Ill add that in tomorrow as a 0-5en weapon. Put it as a support skill targeting self. It would also be fairly easy to add a hotkey. I want to have a look at the battle_screen a bit and see if I can get it to import hotkeys and screens. It would make it much easier for mods to use it without trampling over each other. b) That would give more info definitely, look into BM.weaponhover in battle_screen (custom_screens), you'll find the targeting window. It would be trivial to do it that way but also make it incompatible with anyone else's mods, there has to be a better way. c) The ships are moving like normal, but the reason they turn is a function put into move_funcs that is called whenever a ship moves. The best thing would be to overwrite that so if BM.activeweapon.name is GravityGun or the union equivalent then it doesn't switch them, the same can be done with the movebuffs which are found in the main evasion mod. I'm torn about doing this, on one hand it does give them a significant boost to power and it's a nice way to get extra damage in IF you have the accuracy to spare for the range penalty. I might make it a config choice. d) Glad that was obvious to work out, It's designed to be tweakable but I was worried it was too arcane! Icari does benefit the most from it, my hope is that EMHB_End effectively gives you diminishing returns and forces you to balance evasion with actually using weapons. I'll give it some more thought. Out of interest what was the highest number of stacks you could maintain turn to turn? 15 stacks is effectively -2hex with kinetic and -3hex with laser which sounds about right for max edit 4) Damnit! I thought I had that squashed. It shouldn't be due to that, there are two weapon func lists that the fire functions draw from, one is attached to the weapon directly and only works on that weapon. The other is attached to the ship and works on all the weapons the ship has. It lets you customize each weapon individually or apply a global effect to all weapons on that ship (say you wanted a damage boost for Icari and Kryska when they were adjacent) I'll have a rummage tomorrow and see if I can find anything, it could be I've messed up the item[0] time code somewhere. edit 5) Ahh I hate maths! I spent 6-7h on a train trying to work it out last year and just gave up in the end, can't believe you caught that instantlys! Thanks for fixing it for me, I'll adjust it tomorrow later today. You know if you keep finding bugs for me I'm never going to get a chance to try your mod After this mod is fixed up fully and I've done a run through or two with your mod I'm going to try refitting This into LD As always, you've been invaluable.
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Post by neppi on Sept 6, 2017 3:15:41 GMT -8
I implemented it this way: -5 EN if ryder and TL == True, -10 EN if not ryder and TL == True, else 0 EN. If TL has no attr. (mod not installed) -> no button
I did it this way: Problem for me is, that it looks like the -x% right next to the accuracy is connected with the accuracy instaead of damage. You might have an idea how to improve that So a) and b) check if TL has attribute. This way you can add this to tweakpack without problems. If the mod is not installed TL is not definded and buttons/angle hover won't be shown. Just a suggestion of course. Pictures are at the end of the post. If you want the buttons I can upload them. The no_en button is the same in black-white I wouldn't change the union equivalent as it really gives a nice tweak in this few fights. But the gravity gun would be a bit overpowered because you always have this weapon with you. But its just my personal opinion. Making it a config choice would be a really good idea At least the movement stacks due to the gravity should be switched off if this is possible. It's not logical that the evasion increases if Bianca is attracting an enemy with her gravity. Edit: My code for it:
With this code the gravity gun won't change directon and won't stack movementbuffs the green code is a possible config condition . Of course you can add the other union gravity gun if you want. Just a suggestion, like always Around 10 stacks with Icari in the average. But I need to play more, right now Im just coding Picture Time: f) And my Crits really are not working for me even if the mod is on True and crit base chance is 50%. Please test it in game. If it works for you it must be me at this point. Not quite sure how the 'e' in gets a value or number though. Perhaps this e is the reason. If I type e in the chat console: renpy.character.ADVcharacter object at XXX. edit1:Hehe, one of the boss ships in my Jaguar Mod is getting 20 Movementstacks at the beginning of the fight. I really don't know why. I will watch out for the start stacks of the enemy. If its just this one boss in my mod the error must be in my .rpy for that fight. Alright its a bug. The Legion also has 15 Movement stack right at the beginning of the battle I think it has something to do with that 'buff is half effective' thingy. My boss has the same code like the legion. edit2:I was shooting an enemy which was in a cover from a destroyed ship. I think my weapon should have destroyed that cover, but I get this error:
Fastest solution was to edit if self.hp <=0: self.destroy() to if self.hp <=0: coverdestroy(self) in the cover classes at classes.rpy. There might be a better solution. Edit3:-The enemies all turn for their attack but turn back after the attack. So all enemys always look to West all the time after their attacks. edit: Just found out, the Direction changes. It is just that the lbl is not updated!-The Phoenix turns to the wrong side if she is at a %2 row and her enemy which she attacked with her melee was one row above or under. -At every battle start, the game is laggy as fuck. It needs a lot of time to create all the ships. At first I thought the game crashed but it just needed 30 seconds to load the battle. -Somehow three wreckes/covers are spawning if an Ironhog is destroyed. xD Is this wanted? I hope not otherwise I need to rework spawn points in my mod... Right now I don't have a solution for this. Edit4:Cancel Movement need to be redone. He changes direction when moving back in comparison of the original direction and you can cheat with it. Movement stacks are not taken back if you cancel movement.
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Post by bigfoot on Sept 6, 2017 12:42:31 GMT -8
The angle notation looks good, but it does sort of confuse things with the accuracy. I do like it though. I would make another bar above the accuracy and use that to display the damage estimate, then you could have the modifier with that. It would be generally useful as well, not just with the mod and could take accuracy into account.
I fully agree with your analysis on the grav gun and it's easy to make optional.
The turn button looks good, its out of the way and not intrusive, if you could upload that I would be grateful and will add it to the mod.
The problem with crit chance is indeed the e, that should be renpy.random.random() I don't know how that became e given it's been working for the last almost year! That's fixed at least.
I have sometimes had cover be cloned, but never in a recognizable pattern, sometimes on ironhogs, sometimes not. I wonder if it's related to skip mode. There are sometimes problems running python funcs in quick succession (try running ship.destroy(ship) on the enemy_ships list and it only takes out half of them normally). That can be gotten around by slicing lists (instead of doing : do [:]: in if loops) so I'll have a look at it later, try and work out what's happening.
I don't know why the ship is spawning with 20 stacks already, have a look in ship.create_funcs and see if there's any duplication of functions? That's all I can think of atm and I still havent had time to sit down and play it.
The problem with editing the cover class itself is coverdestroy is only applied to covers made by ship destruction, the cover class itself should call destroy instead or random cover lying around will start exploding. I might make it a custom type of cover, but I wanted it initially to show how to locate and alter objects so it would be a nice demo for people who were considering modding.
The really frustrating thing is this worked for over a year and I don't understand why it's suddenly not. I'll make a clean install and test it with just this when I get a chance. I don't have time to work on it today unfortunately. The problem with running a business is you need to spend your spare time actually running the bloody thing!
I did notice there's a lot of new image files in your mod when I downloaded it, do you do your graphics work yourself as well?
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Post by neppi on Sept 6, 2017 14:12:51 GMT -8
Which damage estimation? Yeah an additional bar would be great. Adding the Crit Chance for example would be good (By the way: This really needs a cap. Seraphim always has 100% crit chance she is already OP without crits). You added a crit_bonus for every ship. So I can make a definition for the Seraphim that her kinetics cannot have more than 5% crit, right? Buttons are uploaded here: Buttons Direction ChanceIronhogs always bring me three clones. Problem is every turn there is a 50% chance that the ironhog spawns. And everytime it spawns and being destroyed it leaves 3 covers. After 6 turns you cannot beat the spawning Ironhogs anymore because so much Covers are protecting it. xD Piratebases bring me exactly 2 covers. The number of covers are not varying with a certain enemy. Just happening with ships having these messages like "buff is half effective/immune" (ironically the legion in MoA in LD is bugged that shield down/flak down/etc is not half even though the appearing text says so) and it seems to just happen at the battle start. If I add the Legion in the middle of the battle everything is fine. (need more testing though) I remember to had bugs with covers already in the original game so well, you might update the whole cover classes from extern to let it work with custom and the original ones always have in mind that I am playing with the MoA in LD port. I don't know if this causes problems. I don't think so as all problems are not related with any code from there. What kind of business are you running if I may ask? Sounds like hard work. Well a lot of graphics are for some cutscenes. I do them myself but most of the time its more just editing graphics together than creating ones. I recommend not to look through them before finishing playing my mod If you're not playing today wait for V1.03. I still have found some little bugs and V1.03 will be 100% compatible with the Evasionmod + Tweakpack (though its 99% compatible right now so jsut minor things ) Now back to bugs : g) Your crit effect of evasion has two times '-' so its actually giving the target 30 evasion instead of taking it away. return v - CM_Evasion_Mag (which is -30 default), so its v - (-30) h) I always get double crits. This is not wanted is it? They came even as I hadn't pushed the skip button. And quite often this message pops: " BM.attacker.name scored a critical hit and " so the critmessage is sometimes empty, especially when rocketcrits should be displayed. I still have the very strong feeling that this is the cause of double crits and double angle damage:
self.weapon and BM.attacker.weapon are the same most of the time so if item[0] == 1/2: total_damage += item[1](total_damage, store.hit_count, damage_id) will called twice. But I might be wrong and the problem is elsewhere.
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Post by bigfoot on Sept 6, 2017 15:56:03 GMT -8
For the damage estimation, I would put an extra bar on the targeting window above the cth and do something like...
def extimate_attack(ship): dmg = real_damage(BM.activeweapon,BM.attacker) # damage calculations for armour/shield return str(dmg)
# battlescreen stuff # show image block at wherever # text angle % bonus + projected damage
I don't know if it would be too much handholding, perhaps just putting the dmg bonus and crit chance would be enough.
I screwed up the crit maths in apply_criticalhit. It should be 5% with +1% per 5 above 100. With seraphim adjacent but without awakening active and no research then that gives ~ 91% chance to crit on a pirate mook with TrueAcc at ~ 146, instead its reporting 91% chance so I've done something wrong. I adjusted the evasion setup so CM_Inc = 0.002 and that gives much more expected 14.2%
The crit_bonus can be replaced to give a modifier, it normally returns 0 but can be overwritten (if there was a scope item or something). I've put the crit chance in store.crit_chance before the bonus is applied so now its easier to debug and can be used by the bonus function to make a % adjustment if need be. If you wanted to cap it at 5% for example, just do
def alter_crit(): if store.crit_chance >= 0.05: return crit_chance-(crit_chance-5)
Seraphim.crit_bonus = alter_crit
I tested killing a few ironhogs and couldn't get them to spawn multiple covers, then got a pirate destroyer that spawned two once in about 5 deaths... I'll do my best to play your mod tomorrow and see if I can replicate the evasion stacks and cover spawns.
It makes sense to modify the cover class really, I will add an overwrite into the tweakpackl. Unfortunatly I don't think the problems are from the MoA mod because blackhead was testing it using the port as well and it wasn't throwing up any errors then...
Good catch on the evasion crit glitch, fortunately its an easy fix!
I'm a partner in a garden shop and It's absolutely wonderful talking to customers, solving their problems and working with plants but the finances part of it haven't been changed in the 75 years since grandad started it. Unfortunately there are new accounting regulations that have legitimately quadrupled the amount of paperwork that needs doing and instead of a 10h day, I'm now doing 13 hours a day full of pointless work with less face to face time with customers and am massively stressed out.
On the plus side I reserve half a greenhouse for growing edibles and have some of the most amazing chili plants ever.
/rant over... That's so much better
I'll look into the MoA bugs when I can, but my next day off is Thursday next week so I don't have much time to really go through it in detail.
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Post by neppi on Sept 7, 2017 1:10:06 GMT -8
Yeah I corrected it to CM_Inc = 0.002 and had 40% crit on Seraphim with research and Awakened against a Pirate Destroyer. That sounds more right Ha... ok? Then the problem is at my stage. I will do soem testing after releasing the V1.03. You might disable the wreck spawning for the run through my mod because some missions get too hard with it. Paperwork, yeah. I had a friend having a card shop and he meant that paperwork is more than 50% of the work at a business. I can imagine this is stressful for you now. Good luck there mate, in such situation I always just put my head down and charge, like close my eyes and go for it. Take your time, no need to have everything fixed by tomorrow I'll upload the V1.03 today evening (around 8 - 10 pm) as I have some outside activity today until 4 pm. I worked in a fix for the max_stack problem for the enemys having 50% buff effectiveess in my mod. Should I take it out so you can see when this is happening? (the fix is just enemy.buffs = [] at turn 1 xD). I can confirm taht the problem just occurs at battle begin. If I spawn another Legion for example the problem does NOT occur. Stacks are normal then. btw: In your title there is V2.01, but its V3.01
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Post by bigfoot on Sept 8, 2017 16:25:38 GMT -8
Bugs fix'd and Title fixed (Title is still in beta, mistakes may still be apparant)
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Post by neppi on Sept 9, 2017 2:19:54 GMT -8
Bugs fix'd and Title fixed (Title is still in beta, mistakes may still be apparant) Like the 2 in [3.0 2 LibDay?] Thanks for all the bug fixs! Now I need to adjust my mod a bit to prevent double defining of functions. Sent you a PM regarding some new (little) bugs to not spam the forum xD.
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Post by neppi on Sept 11, 2017 7:07:08 GMT -8
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Post by bigfoot on Sept 11, 2017 14:14:42 GMT -8
That looks really good! Sorry I haven't been able to work on it much.
My initial thought is you could make a screen the same size as the battle screen, if we adjust the zorder of the background/map/ships we could create spaces. If we put the zorder above the entire thing, I think it might interfere with clicking to skip, so you might want to look at modal for screens. If you made a screen the same size as the screen then you could use BM.xadj.value / yadj.value, I think they read from the top right of the screen, so you would want to get the ship location converted into that... From memory hexes are ~124 wide and spaced(not size) ~115 at zoomlevel 0.65. Thats roughly what it was in MoA and the majority of the battle_screen is unchanged so I think it's likely to be the same but do check as that was from about 3 years ago. There would also be spacing on the left and top parts of the map. If you use those values you could anchor the screen to wherever the battle screen is and line it up, or display the transform where you want it to go.
xlocation = int(BM.target.location[0]*124*zoomlevelmodifier+whereinhex_number) or something like that?
I don't know how practical it is but that's my first thought... If that works, then we could look on integrating it to the battle_screen:
This is what I was thinking about but haven't gotten around to trying yet: Treat it like I did with the history menu and have it dynamically spawn new screens with an if loop. It's pretty good with show/hide but if you look at the confirm button in history, it fades in the first time, but any subsequent times it appears it dosen't, there may be some way to improve that but I haven't tried and it might make new screens appearing clumsy.
battle_screen:() # modal might be needed? for x in battlescreenlist: if eval(x[0]) if x[1]!=None: x[1]() # Call any setup needed. renpy.show_screen(x[2]) # Might need to do some zorder things here to make it show up, they can get hidden behind the battle_screen.
Will think on it a bit. It might be best rather than to do screens, to do transforms. But the basic idea is the same. Lag may become an issue if it's scanning the list constantly (but I expect only if its being used a lot, it coped with some crazy things in MoA like flashing ship auras) so it could be linked to an activation variable that causes it to scan for any true evals then turns itself off again? That would have a lot of activation points like weapons firing, damage dealt, triggering the battle_dispatch would be a good one as it would trigger pretty much on any player action.
Anyway I'm rambling and desperately need to go to bed.
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Lyli
Civilian
Now Featuring Just One Capital
I didn't even notice you changed my custom title too LOL
Posts: 9
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Post by Lyli on May 2, 2018 3:29:02 GMT -8
So do I just drop the contents of this bad boy straight into game, or drop it into game as a folder? There's no installation instructions so uhh.. Yeah.
Edit: I found a previous thread with version 2.0 or something of this mod telling me to put the files directly into game. Which I figured. I did so but.
I'm sorry, but an uncaught exception occurred.
While loading <'Image' 'Mod/Evasion Mod/button_change_direction.png'>:
File "game/MoA/MoA in LD.rpy", line 1049, in script
$BM.battle() #continue the battle
File "game/MoA/MoA in LD.rpy", line 1049, in <module>
$BM.battle() #continue the battle
File "game/classes.rpy", line 1228, in battle
self.result = ui.interact()
IOError: Couldn't find file 'Mod/Evasion Mod/button_change_direction.png'.
Edit 2: I figured out from "IOError: Couldn't find file 'Mod/Evasion Mod/button_change_direction.png'." that I should have the entirety of the mod in the mod folder. It works perfectly now!
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Post by neppi on Feb 9, 2019 7:03:39 GMT -8
I did a fix for the Evasion Mod fixing the following issues: #EvasionMod.rpy #1.) FIX: start_funcs.append(("True",start_movement_func_assign)) is now called ONCE... prevents start_funcs from being surged ^_^ #2.) FIX: CloseRangeEvasionStart now works properly #3.) FIX: Overhaul of the crit damage display. Even Without the Tweakpack fix, the messages are now shown properly. #4.) FIX: weapon.weapon_funcs.append([1,apply_criticalhit]) now only gets applies if CM is TRUE. #MoveMod.rpy #1.) FIX: check_direction_fire is now working as intended. Needs get_realangle function #2.) ADD: get_realangle function is aded in case Tweakpack has not added it
Works without tweakpack, however tweakpack is very recommended to make sure some functions are run properly.
Tweakpack can be found here.
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