Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Fix moving the Dragon in PnD expansion #1

Open
wants to merge 10 commits into
base: master
Choose a base branch
from

Conversation

DirkyJerky
Copy link

@DirkyJerky DirkyJerky commented May 28, 2022

In the Princesses and Dragons expansion, there is a bug that arose from the lua refactoring that was done in this fork.

Currently, upon drawing a dragon tile with the dragon on the board, the dragon movement sequence starts correctly.
However, the dragon movement buttons throw script errors, because the functions tied to the buttons are inaccessible due to being local. Removing the local from the four functions fixes this issue and allows the dragon movement to proceed properly.

After a code search, it seems that these are the only problematic buttons in the whole project.

By the way, thank you for continuing adding stuff to this project, I use this save file a lot to play with my friends. The quality of life stuff and additional statistics are really nice.

@DirkyJerky
Copy link
Author

Added another commit, fixes two more issues.

  1. The volcano in Rivers II wasn't spawning the dragon
  2. The 'dragon has not yet awoken, need to reshuffle the current tile back' message occured a lot of times when it should not have

In the Princesses and Dragons expansion, there is a bug that arose from the lua refactoring that was done in this fork.

Currently, upon drawing a dragon tile with the dragon on the board, the dragon movement sequence starts correctly.
However, the dragon movement buttons throw script errors, because the functions tied to the buttons are inaccessible due to being `local`.  Removing the `local` from the four functions fixes this issue and allows the dragon movement to proceed properly.
This is also present in the orignial version by DinnerBuffet. It appears
that in one point in time, the depth of the tiles shrunk by about 0.06
units.  The scripable play area zone was made to work with the original
tile height, with the shrink there is a 0.06 unit gap right above the
tiles, where small flat pieces (like sheep/wolf tokens that are 0.02
units deep) will fall into and not be tracked.

Moving down the scripting zone to accomidate completely fixes HnS.
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

1 participant