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Strive: Conquest

A successor to first Strive For Power game, currently at alpha stage · By Strive4Power

Combat does not end on victory

A topic by horridesthenry created Apr 01, 2023 Views: 1,205 Replies: 5
Viewing posts 1 to 4

After you have defeated all enemies the victory sound plays but the reward screen doesn't. Only way out is to restart the game.

This seems to happen when there are no rewards for a combat but I'm not sure.


Console Log:

Godot Engine v3.3.stable.official - https://godotengine.org

OpenGL ES 2.0 Renderer: Intel(R) Iris(R) Xe Graphics

OpenGL ES Batching: ON

Game Version: 0.6.9a

OS: Windows

TW Add Family Relationships

TW alchemy_expansion

TW Better Class Select

TW breed_anyone

TW Kennels

TW More Family Relations

Sex Scenarios system

TW Simple Loli Unlocker

Def Rebalance

SD_Classes

Marriage and More

SfCRevamp Classes

SfCRevamp Dates and Pregnacy

SfCRevamp Equipment

SfCRevamp Items

SfCRevamp Jobs

SfCRevamp Races

SfCRevamp Rooms

SfCRevamp Skills

TW Service approximation

Generating portrait attribute cache took 0 minutes and 1 seconds.

WARNING: BaseButton's Enabled Focus Mode property has been deprecated due to redundancy and will be removed in Godot 4.0. Please use Control.set_focus_mode instead.

     At: scene/gui/base_button.cpp:329

SCRIPT ERROR: quest_board: Invalid get index 'quests' (on base: 'Nil').

          At: res://gui_modules/Exploration/Scripts/QuestBoard.gd:42

SCRIPT ERROR: get_rolled_diff: Invalid get index 'diff' (on base: 'Dictionary').

          At: <built-in>:1363

SCRIPT ERROR: generate_random_character_from_data: Invalid type in built-in function 'min'. Cannot convert argument 1 from Nil to float.

          At: res://tmp/slu_ch_stats.gd:750

SCRIPT ERROR: victory: Invalid call. Nonexistent function 'get_icon_small' in base 'Nil'.

          At: res://gui_modules/Universal/Scripts/CombatV2Animated.gd:487

This should go in the Mods folder as installed mod can create errors. At least one of the errors is in a mod script.

Thanks. I'll move it to the correct section.

I think this fixes it, but please check me as this is my first time in the code.  I'm guessing there was a change to the naming of "medium" difficulty to "normal".  Which caused the diff variable not to be set (Nil).  Which means that the function "generate_random_character_from_data" didn't know what to do.  If this fixes anyone else's game who's experiencing the same issue, please reply letting us know.  Thanks!

globals.gd file:

func reset_roll_data():

...

match ResourceScripts.game_globals.difficulty:

'easy':

char_roll_data.diff = 2

'normal': #'medium':  <-- previous version of game difficulty?  Does this fix it?

char_roll_data.diff = 4

'hard':

char_roll_data.diff = 6

Worked perfectly. thanks!

you can disaster-proof this by adding a "char_roll_data.diff = 4" just before the match, so if a naming issue fucks shit up again, it'll default to normal/medium difficulty. however that will make the bugs harder to spo