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Author Topic: Reporting Errors:  (Read 228876 times)

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Offline Xela

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Re: Reporting Errors:
« Reply #210 on: February 20, 2014, 03:17:57 PM »
The traceback file was still sitting in my pytfall folder so...

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/library/screens/pyt - screens - nextday.rpy", line 10, in script
  File "game/library/screens/pyt - screens - nextday.rpy", line 93, in python
  File "game/library/classes - jobs.rpy", line 3309, in python
KeyError: '<store.rGirl object at 0x2A674990>'

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "C:\renpy-6.16.5-sdk\renpy\execution.py", line 294, in run
    node.execute()
  File "C:\renpy-6.16.5-sdk\renpy\ast.py", line 720, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\renpy-6.16.5-sdk\renpy\python.py", line 1358, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/library/screens/pyt - screens - nextday.rpy", line 93, in <module>
    course = SchoolJob(girl, school, school_girls)
  File "game/library/classes - jobs.rpy", line 3309, in __init__
    self.course['chars'][str(self.girl)] += 1
KeyError: '<store.rGirl object at 0x2A674990>'

Go nuts.
Edit* Ah , do you need more information still?

You misunderstood, I wrote new code in an attempt to understand the error better. You need to pull and try to replicate it again or find a save file before it happened and either send it to me or press R in the left bottom corner to replace old code with new one after you load your old save file and post a new error report.
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Offline Jaeke

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Re: Reporting Errors:
« Reply #211 on: February 20, 2014, 03:37:55 PM »
I edited my previous post with fresh info from a fresh game. It's giving a 'get_item' error instead of store.rgirl or whatever.

And are you totes sure this can't be my bad by fiddling with the girls? I did make some new folders and move some .jsons around...
« Last Edit: February 20, 2014, 03:44:53 PM by Jaeke »

Offline Xela

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Re: Reporting Errors:
« Reply #212 on: February 20, 2014, 03:57:54 PM »
I edited my previous post with fresh info from a fresh game. It's giving a 'get_item' error instead of store.rgirl or whatever.

And are you totes sure this can't be my bad by fiddling with the girls? I did make some new folders and move some .jsons around...

Fairly sure it has nothing to do with the girls, that Error is even weirder...
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Offline Xela

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Re: Reporting Errors:
« Reply #213 on: February 20, 2014, 04:01:01 PM »
I edited my previous post with fresh info from a fresh game. It's giving a 'get_item' error instead of store.rgirl or whatever.

Just pushed, please pull and run that save again.
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Offline Jaeke

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Re: Reporting Errors:
« Reply #214 on: February 20, 2014, 04:18:16 PM »
Old save gave exact same error
New game seems to give same one too.

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/library/screens/pyt - screens - nextday.rpy", line 10, in script
  File "game/library/screens/pyt - screens - nextday.rpy", line 93, in python
  File "game/library/classes - jobs.rpy", line 3312, in python
TypeError: 'type' object has no attribute '__getitem__'

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "C:\renpy-6.16.5-sdk\renpy\execution.py", line 294, in run
    node.execute()
  File "C:\renpy-6.16.5-sdk\renpy\ast.py", line 720, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\renpy-6.16.5-sdk\renpy\python.py", line 1358, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/library/screens/pyt - screens - nextday.rpy", line 93, in <module>
    course = SchoolJob(girl, school, school_girls)
  File "game/library/classes - jobs.rpy", line 3312, in __init__
    raise Error [self.course, self.girl.name, str(self.girl), self.girl.action]
TypeError: 'type' object has no attribute '__getitem__'

Offline Xela

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Re: Reporting Errors:
« Reply #215 on: February 20, 2014, 04:25:20 PM »
Old save gave exact same error
New game seems to give same one too.

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/library/screens/pyt - screens - nextday.rpy", line 10, in script
  File "game/library/screens/pyt - screens - nextday.rpy", line 93, in python
  File "game/library/classes - jobs.rpy", line 3312, in python
TypeError: 'type' object has no attribute '__getitem__'

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "C:\renpy-6.16.5-sdk\renpy\execution.py", line 294, in run
    node.execute()
  File "C:\renpy-6.16.5-sdk\renpy\ast.py", line 720, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\renpy-6.16.5-sdk\renpy\python.py", line 1358, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/library/screens/pyt - screens - nextday.rpy", line 93, in <module>
    course = SchoolJob(girl, school, school_girls)
  File "game/library/classes - jobs.rpy", line 3312, in __init__
    raise Error [self.course, self.girl.name, str(self.girl), self.girl.action]
TypeError: 'type' object has no attribute '__getitem__'

What the hell is this... ok... lets dumb it down even further, pull in 2 mins.

Edit: I know that to expect... self.girl will be None or something weird, I am just not completely sure what to do with that.
« Last Edit: February 20, 2014, 04:29:31 PM by Xela »
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Offline Jaeke

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Re: Reporting Errors:
« Reply #216 on: February 20, 2014, 04:43:16 PM »
So you can't get this error? start game, put all girls in courses, next day, save game, load game, next day = error.
I'm getting the same error every push now, which is why I think it might be something on my end.

Edit** Then again.. maybe not. Took out what I thought might be the offending files and same error.
« Last Edit: February 20, 2014, 04:48:19 PM by Jaeke »

Offline Xela

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Re: Reporting Errors:
« Reply #217 on: February 20, 2014, 04:51:57 PM »
So you can't get this error? start game, put all girls in courses, next day, save game, load game, next day = error.
I'm getting the same error every push now, which is why I think it might be something on my end.

Edit** Then again.. maybe not. Took out what I thought might be the offending files and same error.

Nope, I just managed to replicate it! This looks fairly serious, something to do with the engine I expect. At least I know what to debug now, I've been looking for the cause elsewhere.

Not mentioning that there is supposed to be a "," between Error and the list.
« Last Edit: February 20, 2014, 04:53:41 PM by Xela »
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Offline Xela

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Re: Reporting Errors:
« Reply #218 on: February 20, 2014, 04:59:11 PM »
Nope, I just managed to replicate it! This looks fairly serious, something to do with the engine I expect. At least I know what to debug now, I've been looking for the cause elsewhere.

Not mentioning that there is supposed to be a "," between Error and the list.


LoooooL It could never have worked :)

Memory allocation is different for each girl every time the game is loaded, I should have known better than to use it as a constant. NM... I can fix this for the Alpha by overwriting __str__ method and this crap will never occur after courses have been recoded properly.
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Offline Xela

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Re: Reporting Errors:
« Reply #219 on: February 20, 2014, 05:05:25 PM »
So you can't get this error? start game, put all girls in courses, next day, save game, load game, next day = error.
I'm getting the same error every push now, which is why I think it might be something on my end.

Edit** Then again.. maybe not. Took out what I thought might be the offending files and same error.

Ok, it's fixed. Old saves will still fail but new once should work just fine.
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Offline Jaeke

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Re: Reporting Errors:
« Reply #220 on: February 20, 2014, 05:27:46 PM »
Error is gone. Nice work. And yep, error remains on old saves but way more info.
Edit**
Exploring le forest, upon winning a battle -

While running game code:
  File "game/library/screens/pyt - screens - forest explore.rpy", line 5, in script
  File "game/library/screens/pyt - screens - forest explore.rpy", line 5, in python
  File "game/library/classes - arena and exploration.rpy", line 95, in python
  File "game/library/classes - arena and exploration.rpy", line 249, in python
  File "game/library/be/engine.rpy", line 309, in python
  File "game/library/be/engine.rpy", line 617, in python
  File "game/library/be/engine.rpy", line 625, in python
  File "game/library/be/engine-schema.rpy", line 258, in python
  File "game/library/be/engine-schema.rpy", line 239, in python
  File "game/library/be/engine-fighters.rpy", line 645, in python
  File "game/library/be/engine-fighters.rpy", line 677, in python
  File "game/library/be/engine-skills.rpy", line 225, in python
  File "game/library/be/engine.rpy", line 448, in python
  File "game/library/be/engine-schema.rpy", line 362, in python
  File "game/library/be/engine-fighters.rpy", line 33, in python
AttributeError: 'FighterStats' object has no attribute 'Luck'

And then the battle music keeps playing, not that I mind those sweet ff7 tunes.

Just a thought, adding a cancel/go back button if you choose the wrong spell/weapon attack during battles.
(Warning - I went a wee bit overboard with the following)

Do we have support for AOE spells? Or aoe attacks from large weapons?
Skills? Stances? defensive mode, offensive mode.
Heavy attacks that do more damage/increase chance for crit that drain agi bar completely or make it regenerate slower after using.
Quick attacks with small weapons that don't drain it completely, or make it recharge quicker, but do less damage, less crit chance?
Elemental weapon skills for weapon attacks?
Block/dodge/parry/counter/counterspell/reflect/absorb chance?
Life drain? poison? buffs? debuffs? summons? Flee/run? item use - healing/bombs? capture enemies? wounds for losses?
Non-lethal and lethal combat. Damage types for weapons - blunt/piercing
Targeting specific body parts(headshots), looking for weaknesses, applying debuffs.
Combo party attacks. Tripping an opponent with a weak party member and then power attacking with a strong one.
Attacks/abilities with cooldowns?
Short conversations before battles with opponents capable of communication where you try to gain an advantage, surprise attacks, pay some of them off, demoralise them/make them cower in fear from your words/presence, use items/hidden weapons to blind/slow/trip/wound/trap/curse them so you can run away easier or gain a battle advantage. Or just try to get out of the fight peacefully. Woo them. recruit them.
In exploration mode like how you have the battle button, could be a 'scout' button to see what you will be up against on that tile.

Perhaps these could be player only abilities, achieved through events, special trainers, rewards.

Is there any magic defence? Does defence affect it? And you said that Intelligence isn't used by anything yet, will you apply it to magic damage/defence? Or just so the girls can swindle some extra money out of customers.

I got a bit carried away there... I just find the lack of variation in combat a bit unexciting. It's pure level and gear based right now, but I'm not sure of your plans for it.
Anyway, just throwing some stuff around, if some part catches your fancy and is seems easy to implement or worth thinking about for the future that would be cool.
« Last Edit: February 20, 2014, 11:45:11 PM by Jaeke »

Offline DarkTl

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Re: Reporting Errors:
« Reply #221 on: February 21, 2014, 12:27:19 AM »
Do we have support for AOE spells?
BE supports them. Not sure about Xela though  :D

Or aoe attacks from large weapons?
Good idea btw. Yeah, I could make some weapons with aoe attacks in the future if BE supports it.

Skills? Stances? defensive mode, offensive mode.
Skills are there, not sure about other things, but they could be coded most likely.

Heavy attacks that do more damage/increase chance for crit that drain agi bar completely or make it regenerate slower after using.
Quick attacks with small weapons that don't drain it completely, or make it recharge quicker, but do less damage, less crit chance?
Yup, another good idea.

Elemental weapon skills for weapon attacks?
Block/dodge/parry/counter/counterspell/reflect/absorb chance?
Life drain? poison? buffs? debuffs? summons? Flee/run? item use - healing/bombs? capture enemies? wounds for losses?
Non-lethal and lethal combat. Damage types for weapons - blunt/piercing
Not sure about summons (if you mean real summons, not summons from some FF, where they just attack once and disappear).
According to our current concept, there will be items, captured enemies, buffs/debuffs. Everything else is possible too, providing that Xela will agree to code it  :)

In exploration mode like how you have the battle button, could be a 'scout' button to see what you will be up against on that tile.
The current exploration mode is most likely a temporary one. In the future there will be a better one.

Is there any magic defence? Does defence affect it? And you said that Intelligence isn't used by anything yet, will you apply it to magic damage/defence?
Iirc right now in brawl brothel fights defence works against magic (although we probably shouldn't use magic there at all, it's a brothel, not an arena). There are elemental affinities that can protect you from magic during actual fights. I'm thinking about adding one, maybe two more slot for affinities in the future. One can be changed via difficult quests or set via data file (many characters have two affinities), another one will be for equipped items that give affinities. Thus, you always can protect yourself by preparing properly for the battle.
« Last Edit: February 21, 2014, 12:29:40 AM by DarkTl »

Offline Xela

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Re: Reporting Errors:
« Reply #222 on: February 21, 2014, 02:00:27 AM »
Exploring le forest, upon winning a battle -

While running game code:
  File "game/library/screens/pyt - screens - forest explore.rpy", line 5, in script
  File "game/library/screens/pyt - screens - forest explore.rpy", line 5, in python
  File "game/library/classes - arena and exploration.rpy", line 95, in python
  File "game/library/classes - arena and exploration.rpy", line 249, in python
  File "game/library/be/engine.rpy", line 309, in python
  File "game/library/be/engine.rpy", line 617, in python
  File "game/library/be/engine.rpy", line 625, in python
  File "game/library/be/engine-schema.rpy", line 258, in python
  File "game/library/be/engine-schema.rpy", line 239, in python
  File "game/library/be/engine-fighters.rpy", line 645, in python
  File "game/library/be/engine-fighters.rpy", line 677, in python
  File "game/library/be/engine-skills.rpy", line 225, in python
  File "game/library/be/engine.rpy", line 448, in python
  File "game/library/be/engine-schema.rpy", line 362, in python
  File "game/library/be/engine-fighters.rpy", line 33, in python
AttributeError: 'FighterStats' object has no attribute 'Luck'

And then the battle music keeps playing, not that I mind those sweet ff7 tunes.

I know, it works of an old code. We wanted to go with exploration first and that was the first draft, however it was difficult to agree on a number of issues and it seemed like it require a bit more work than the Arena so we've decided to go with Arena for the Alpha.


Just a thought, adding a cancel/go back button if you choose the wrong spell/weapon attack during battles.

There is one in the top-left corner...


Do we have support for AOE spells? Or aoe attacks from large weapons?
Skills? Stances? defensive mode, offensive mode.

We have three AOE spells (Fire, Water, Earth 3). No, but it's possible.

Skills, Stances and rows (if that's what you meant by def/off mode) are all possible.


Heavy attacks that do more damage/increase chance for crit that drain agi bar completely or make it regenerate slower after using.
Quick attacks with small weapons that don't drain it completely, or make it recharge quicker, but do less damage, less crit chance?
Elemental weapon skills for weapon attacks?
Block/dodge/parry/counter/counterspell/reflect/absorb chance?
Life drain? poison? buffs? debuffs? summons? Flee/run? item use - healing/bombs? capture enemies? wounds for losses?

Possible, might be tricky, can't tell off the top of my head.

Same as above.

Already possible, just no content.

All should be possible.

All should be possible, we have some of those already, just not using them.


Non-lethal and lethal combat. Damage types for weapons - blunt/piercing
Targeting specific body parts(headshots), looking for weaknesses, applying debuffs.
Combo party attacks. Tripping an opponent with a weak party member and then power attacking with a strong one.
Attacks/abilities with cooldowns?

Both are perfectly doable.

Like in CronoCross vs large monsters... yeah, prolly doable but this would be trick to add.

Same as above, less trick I'd expect.

Same as above.


Short conversations before battles with opponents capable of communication where you try to gain an advantage, surprise attacks, pay some of them off, demoralise them/make them cower in fear from your words/presence, use items/hidden weapons to blind/slow/trip/wound/trap/curse them so you can run away easier or gain a battle advantage. Or just try to get out of the fight peacefully. Woo them. recruit them.
In exploration mode like how you have the battle button, could be a 'scout' button to see what you will be up against on that tile.

Perhaps these could be player only abilities, achieved through events, special trainers, rewards.

It's Ren'Py, it was almost specifically built for that so yes, nothing is preventing this at the moment.

Scout button was planned, as well as encounters and clearing some times, teleportation and so on... so were a bunch of other things.

There could/should.

Is there any magic defence? Does defence affect it? And you said that Intelligence isn't used by anything yet, will you apply it to magic damage/defence? Or just so the girls can swindle some extra money out of customers.

No. It should. Possibly. Again, possibly if that already isn't coded in some guard-less attack event.


I just find the lack of variation in combat a bit unexciting.

Try:

pytfall.arena.test()

in the console. It's still a bit all over the place but it's a variation.


Anyway, just throwing some stuff around, if some part catches your fancy and is seems easy to implement or worth thinking about for the future that would be cool.

Some of it is very easy to do but most will also become monotonous after 10 - 20 fights. Content usually makes the game interesting, not the BE, not mentioning that this isn't really an RPG/Fighting game. There is a game in Russian called Valet Pletej, it has a graphically simpler BE but with insane amount of options and attacks. I can't say that I find it even a bit more exiting and it got old fairly quickly as well...

Once we have conversations/encounters with Arena crowd, some tasks/quests, better progress tracking and so on, it'll get better. We'll work on BE as well for sure, but beyond finishing what was planned (like Spells for alignments) it's not the highest priority at the moment.
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Offline DarkTl

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Re: Reporting Errors:
« Reply #223 on: February 21, 2014, 03:50:54 AM »
There is one in the top-left corner...
I think it's too far from the combat menu. Thus, it's hard to notice and it's inconvenient to move mouse so far every time.

Content usually makes the game interesting, not the BE, not mentioning that this isn't really an RPG/Fighting game. There is a game in Russian called Valet Pletej, it has a graphically simpler BE but with insane amount of options and attacks. I can't say that I find it even a bit more exiting and it got old fairly quickly as well...
Well, we have to make sure that content for BE will be useful for other parts of the game. For example, you need weapons and armor even if you will never fight at arena. I have some non-BE ideas about elements as well.
« Last Edit: February 21, 2014, 03:56:45 AM by DarkTl »

Offline Jaeke

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Re: Reporting Errors:
« Reply #224 on: February 21, 2014, 03:54:57 AM »
pytfall.arena.test() is actually pretty cool, got an error(attribute luck again) though.

Ah, I never noticed that cancel button. I wonder what else I have missed.

And yea you don't need all of that stuff, just something to make it not just your level vs their level, which I guess the affinities will do.
Nice to see that it's all possible though.

Just did some more arena, experience gain based on your level is... not fun. Will the arena/fighting be the only way the hero gains xp?

Also, hired a warrior in arena, started at lvl 33. Didn't realise that was possible. She started with fire arrow, she is a beast. (a randomgirl Rena Elsword, should she be unique?)
Having to go back to girls screen to take girls off teams, put on teams is tedious. Would be good to be able to do it from arena zone. Or put girls into a potential arena combatants group and choose which girls to take before each fight.
And I just got hit by my first aoe spell, quite deadly.

Haven't ran into any errors in a while, might do some testing on the other buildings/multiple buildings next.