[ian-reeds-games] Re: [ian-reeds-games]

  • From: Monkey <murtagh69.monkeys@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sun, 4 Jan 2015 17:33:41 -0700

Hey,
So I got this error... I attacked a unit near one that had 0 hp,
though I'm not sure if that caused it or what..

---------------------------

---------------------------
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System.NullReferenceException: Object reference not set to an instance
of an object.

   at Ian.AP.HandleEndOfPerformSkill(SkillOrItemBase soib, Unit
curUnit, Tile t, Unit u, Boolean success, List`1 appliedEffects,
List`1 splashAppliedEffects) in
C:\Data\Recent\Games\TacticalBattle\ActionPerformer.cs:line 521

   at Ian.AP.PerformSkill(SkillOrItemBase soib, Unit curUnit, Unit
targetUnit, Tile target, Item item, Boolean speakAsync, Boolean
suppressSpeech, Boolean announceCoords, Boolean receivedFromServer,
Boolean suppressSound) in
C:\Data\Recent\Games\TacticalBattle\ActionPerformer.cs:line 216

   at Ian.BattleAction.Process(TBGlobal ent) in
C:\Data\Recent\Games\TacticalBattle\TBStates\BattleAction.cs:line 43

   at Ian.SceneMachine`1.Process(T ent) in
C:\Data\Recent\Games\GameEngine\SceneMachine.cs:line 50

   at Ian.TBGlobal.ProcessScene() in
C:\Data\Recent\Games\TacticalBattle\TBGlobal.cs:line 73

   at Ian.GL.InnerSingleLoop(IHaveGameEngineStuff ent) in
C:\Data\Recent\Games\GameEngine\GameLoop.cs:line 189

   at Ian.GL.RunSingleLoop(IHaveGameEngineStuff ent) in
C:\Data\Recent\Games\GameEngine\GameLoop.cs:line 119

   at Ian.GameWindow.RunGameLoop(Boolean keyPressed) in
C:\Data\Recent\Games\GameEngine\GameWindow.cs:line 126

   at Ian.GameWindow.GameLoopTimer_Tick(Object sender, EventArgs e) in
C:\Data\Recent\Games\GameEngine\GameWindow.cs:line 266

   at System.Windows.Forms.Timer.OnTick(EventArgs e)

   at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)

   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32
msg, IntPtr wparam, IntPtr lparam)
---------------------------
OK
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Skill
10
|flags
description A massively powerful storm that will damage units up to 3
tiles away. Costs 7 AP's and 20 mana. Key is m.
enemy
hp_inflict=300r350|air,200|lightning,100|water
hp_splash_inflict=200|air,100|lightning,50|water
life_force_inflict=250r300
AP's_cost=7
mana_cost=20
range=7
min_range=3
splash_range=3
key=m
effects=shock,static,wet
splash_effects=static,wet
not_useable_on=shadow_king,sneaky_ninja,incorporeal_wraith,invisible_necromancer,castle_gate,cell_door,door,dungeon_door,locked_door,great_locked_door,carved_black_pillar,mismatched_wall,volcano
sound=mighty_storm
|script_flags
success_message {0} closes their eyes and chants a long incantation
and throws their hands upwards. A bolt of lightning erupts into the
sky from one palm and seems to split into many smaller bolts, while an
orb of energy erupts from the other. The wind picks up and heavy rain
starts to fall. With a shout, {0} brings their hand down, pointing at
{1}. At that, the full force of the storm crashes down upon {1}.
critical_hit_chance 85%
critical_hit_effect death
critical_hit_message The wrath of {0}'s storm was too great. {1} falls
to the ground, writhing in agony for a moment, before laying still.

Effect
10
|flags
description Target has been shocked with electricity. This will leave
them unable to move and decrease the chance of any skills succeeding.
Lasts for two rounds.
unit
announce
no_movement
chance_mod=-50
AP's_cost_mod=3
duration=2
not_affect_flying
sound=shock

Effect
10
|flags
description Static will cause units to take more damage from lightning
attacks for three rounds.
unit
announce
duration=3
hp_protect=-50|lightning
not_affect_flying

Effect
10
|flags
description Wet units take more damage from lightning and ice attacks
but less damage from fire attacks. Lasts for three rounds.
unit
announce
duration=3
hp_protect=50|fire,-50|lightning,-50|ice
not_affect_flying
sound=wet



On 12/22/14, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote:
> Um, I *think* it's something along the lines of attacking it when it's
> almost defeated. It happened to me last night with one unit, and I
> remember that I attacked it when it had about 20 hp left out of 200. I
> attacked it a few times even though it was at 0 hp but it wasn't
> removed from the map, so I used a move with hp_splash_inflict on a
> unit nearby and that gave me an error before the game closed on me.
> I'm guessing that's because I hit the unit with 0 hp, but I'm not
> sure. I can probably get the error again if you want to look at it,
> but in all honesty I'm not sure what's happening to cause it.
>
> Glad to know it helped. Thank you!
>
> The transformation issue? It's only happened a couple times, but the
> unit will seem to duplicate before transforming. So I'll have one unit
> with the stats the same before it was transformed, then next to it
> I'll have the transformed unit with its stats modified just like the
> first one. So if I have a unit that has 10 AP's and I use a couple of
> attacks before transforming, the normal unit that seems to be
> duplicated will be left with say 5 AP's, while the transformed unit in
> the next square will have 3. But again it's only happened two or three
> times, so I have no idea why  it's happening... I can't duplicate it
> if I try. It just comes randomly.
> Or did you mean with the reversion one? Sometimes when a unit is going
> to revert to its original form it says "cannot find original team of
> unit" so it doesn't transform back. Allan Thompson found a workaround,
> but I figured you should know about this anyway.
>
> On 12/22/14, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
>> Ah, that's not good to hear. What steps did you take to get this effect
>> to happen?
>>
>> Your test map pack has helped me track down the bug with success and
>> failure messages. It was a problem in my scripts. I've fixed the issue
>> now. You can download a new version of them here:
>> https://dl.dropboxusercontent.com/u/5405418/Craig%20Brett.zip
>>
>> As for the transformation issue you eluded to, what was it? I tried with
>> both the necromancer and the wraiths, and they transform and revert fine
>> for me.
>>
>> Cheers,
>> Craig
>>
>> On 18/12/2014 00:13, Monkey wrote:
>>> Um, you know how you guys fixed the issue of units being attacked
>>> after they are supposed to have been removed from the map, like when
>>> they die? Well...it seems to still be happening, at least sometimes.
>>> Also, sometimes when I kill a unit--or when one of mine is
>>> killed--it's still there. It has 0 HP, but I can still attack it.
>>> And when I used a transformation skill, for some reason my unit
>>> duplicated...I got both the transformed unit but also the regular unit
>>> before the transformation, but in separate squares.
>>>
>>> On 12/7/14, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote:
>>>> Yes, that makes sense. Thank you!
>>>>
>>>> On 12/7/14, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
>>>>> Oh okay. You shouldn't be able to attack that then. Even if you're
>>>>> sure
>>>>> an enemy is there. The only way to do that is to make your skill
>>>>> target
>>>>> tiles rather than enemies.
>>>>>
>>>>> The no_line_of_sight thing is more for when you can see an opponent,
>>>>> but
>>>>> there's something between you that would normally stop you from seeing
>>>>> them. I.e a target in a wooded area that a soldier of yours can see,
>>>>> but
>>>>> trees may stop an artillery piece of yours from seeing. If your
>>>>> artillery's weapon is set to no_line_of_sight, it can still fire as
>>>>> long
>>>>> as some unit of yours can see it an enemy and it is in range. Does
>>>>> that
>>>>> make sense?
>>>>>
>>>>> Craig
>>>>>
>>>>> On 07/12/2014 15:26, Monkey wrote:
>>>>>> No, it'll say "unseen."
>>>>>>
>>>>>> On 12/7/14, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
>>>>>>> Okay, but can you see the enemy by moving the cursor over that tile
>>>>>>> at
>>>>>>> the time? When you move your cursor over that tile, is it unseen? Or
>>>>>>> can
>>>>>>> you see it? And can the enemy see or attack you?
>>>>>>>
>>>>>>> Cheers,
>>>>>>> Craig
>>>>>>>
>>>>>>> On 07/12/2014 00:02, Monkey wrote:
>>>>>>>> Not quite...I have use_unseen set in my default map pack file. Is
>>>>>>>> that
>>>>>>>> why?
>>>>>>>> I have the skill set to no_line_of_sight, and I know exactly where
>>>>>>>> a
>>>>>>>> unit is because I use the shift+p thing, but when I try to use the
>>>>>>>> skill it says there's nobody there.
>>>>>>>> I also tried locking an enemy in a one-tile room and then targeting
>>>>>>>> them through the door--which blocks sight--and couldn't do that
>>>>>>>> either, even though there's nowhere for them to go at that point.
>>>>>>>>
>>>>>>>> On 12/6/14, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
>>>>>>>>> Sorry, I meant how I recreate the bug.
>>>>>>>>>
>>>>>>>>> I've just tried what I think will recreate the bug, going by your
>>>>>>>>> description. So, if you've got a skill that's no_line_of_sight and
>>>>>>>>> can
>>>>>>>>> see the enemy, when you cast it, you're unable to?
>>>>>>>>>
>>>>>>>>> I just tried it and I can use a skill as long as I can see the
>>>>>>>>> enemy.
>>>>>>>>> Am
>>>>>>>>> I missing anything?
>>>>>>>>>
>>>>>>>>> On 02/12/2014 23:17, Monkey wrote:
>>>>>>>>>> Make which part happen?
>>>>>>>>>> Sorry, I'm a bit confused here due to my own two conflicting
>>>>>>>>>> messages.
>>>>>>>>>>
>>>>>>>>>> On 12/2/14, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
>>>>>>>>>>> Hmm. Sounds like a bug to me. How do I make this happen? If I
>>>>>>>>>>> can
>>>>>>>>>>> do
>>>>>>>>>>> that then I can fix it up.
>>>>>>>>>>>
>>>>>>>>>>> Cheers,
>>>>>>>>>>> Craig
>>>>>>>>>>>
>>>>>>>>>>> On 13/11/2014 21:42, Monkey wrote:
>>>>>>>>>>>> Wait, derp. Ignore that previous message, I totally messed up
>>>>>>>>>>>> what
>>>>>>>>>>>> I
>>>>>>>>>>>> meant there. *headbang*
>>>>>>>>>>>> I'm being attacked through the wall. That's fine, the skill is
>>>>>>>>>>>> supposed to do that. But I can't attack with a skill that also
>>>>>>>>>>>> has
>>>>>>>>>>>> no_line_of_sight. I know where the unit is, but I can't hit it
>>>>>>>>>>>> because
>>>>>>>>>>>> it says there's nobody there. Is that just because of the
>>>>>>>>>>>> use_unseen/use_unexplored settings?
>>>>>>>>>>>>
>>>>>>>>>>>> On 11/13/14, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote:
>>>>>>>>>>>>> Hello,
>>>>>>>>>>>>>
>>>>>>>>>>>>> I think I mentioned before that I'm somehow being attacked
>>>>>>>>>>>>> through
>>>>>>>>>>>>> the
>>>>>>>>>>>>> walls even though I shouldn't be, right?
>>>>>>>>>>>>> Well, I also have it set so that the terrain is not_flyable
>>>>>>>>>>>>> and
>>>>>>>>>>>>> blocks_sight. It seems, though, that once I get a flying unit
>>>>>>>>>>>>> the
>>>>>>>>>>>>> blocks_sight thing is ignored and I can shoot my opponents
>>>>>>>>>>>>> back
>>>>>>>>>>>>> through the wall. Is this intentional? If so, could you add
>>>>>>>>>>>>> another
>>>>>>>>>>>>> version of the blocks_sight flag that will also block flying
>>>>>>>>>>>>> units
>>>>>>>>>>>>> from seeing/attacking through a particular
>>>>>>>>>>>>> unit/structure/terrain?
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>
>>>>>
>>>>>
>>>>
>>>> --
>>>> -Mew
>>>> __________
>>>> http://www.savethefrogs.com/
>>>>
>>>
>>
>>
>>
>
>
> --
> -Mew
> __________
> http://www.savethefrogs.com/
>


-- 
-Mew
__________
http://www.savethefrogs.com/

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