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Talk about Severance Blade of Darkness modifications and maps here. No tips or tech support questions please, use the forum above. Note that the game is rated 18 so some content may be unsuitable for younger readers.

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IrateGiant
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Postby IrateGiant » Wed May 23, 2012 9:06 pm

Yes, it´s placed on BeastMode folder, with only the word <font color="green">Skeleton</font id="green"> inside without spaces or anything as you said.

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Postby Sir Random » Wed May 23, 2012 9:18 pm

Ok, can you check that 'mapdata.txt' is also in the folder
\Severance\Maps\BeastMode\

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Postby IrateGiant » Wed May 23, 2012 9:24 pm

Yes, \Blade\Maps\BeastMode\ I have the Spanish version.

The folder contain the "mapdata.txt" but with the word <font color="green">Knight_Traitor"</font id="green">

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Postby Sir Random » Wed May 23, 2012 9:32 pm

Knight_Traitor" (with " at the end?)

I don't know why it can't find mapdata.txt in the BeastMode folder...

Can you send both folders again?

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Postby IrateGiant » Wed May 23, 2012 10:08 pm

Without ", error writing.

OK, I try to send you the files but I recive the following mail:

This message was created automatically by mail delivery software.

Code: Select all

A message that you sent could not be delivered to one or more of its recipients. This is a permanent error. The following address(es) failed: [email protected] mailbox is full: retry timeout exceeded
I send you now the Map and the Mod but this last only with the necessary files. The send fail if the files are heavy.

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Postby Sir Random » Wed May 23, 2012 10:19 pm

You have put different versions of the Abredoor() funcs in your DefFuncs file??? why?

They are overwriting the funcs in palanca.py, delete them.


EDIT\
I've sent the fixed files to you, just copy them to the right folders and reinstall both maps.

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Postby IrateGiant » Wed May 23, 2012 11:11 pm

Fixed files received SR, I replace the files and I tested it but now the error is "Player1 duplicated!!! Should NOT happen!".

The reason for having putten different versions of Abredoor() funcs is because the Abredoor() func of "DefFuncs.py" delete the "Player1" from "MAP1"

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def Abredoor1(): <font color="green">char=Bladex.GetEntity("Player1") char.Freeze() char.RemoveFromWorld()</font id="green">
However, the another Abredoor() func placed in "Palanca.py" load the new playable character for "MAP2"

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def Abredoor1(): <font color="green">store_char = open("mapdata.txt", 'w') store_char.write("Knight_Traitor") store_char.close()</font id="green"> GotoMapVars.EndOfLevel() Bladex.LoadLevel("GlofrorsGardenNight")

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Postby Sir Random » Wed May 23, 2012 11:36 pm

You can't define two funcs with the same name, the second one will just overwrite the first.

Edit the funcs in DefFuncs to include the code for removing Player1, like this:

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def Abredoor1(): char=Bladex.GetEntity("Player1") char.Freeze() char.RemoveFromWorld() store_char = open("mapdata.txt", 'w') store_char.write("Knight_Traitor") store_char.close() GotoMapVars.EndOfLevel() Bladex.LoadLevel("GlofrorsGardenNight")
[/code]

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Postby IrateGiant » Thu May 24, 2012 12:02 am

The same error SR... [:(]

But this time is a bit diferent, the console show this message:

<font color="green">Loading the knight animation sets...</font id="green">
WARNING : Init Pos of a char is NOT valid!
asignando funciones a eventos para FX...
CombosFX.KgtCombosFX(me.Name)
Sonidos para el caballero creados...
Get2DMapValues()
Get2DMapValues() -> can't find vals.
<font color="green">Loading the Lch animation sets...</font id="green">

I select the Lich lever to play in "MAP2" and I think this is the right track becuase the console show the load of Lich animations set, but it seems that "Player1" is not removed even though it appears in the function. [B)]

A little observation: I compared the fixed files to the Original ones and I see That the "pj.py" from "MAP2" is exactly that the original "pj.py". Could it have something to do? [8)]

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Postby Sir Random » Thu May 24, 2012 12:51 am

Since you are creating a new player in map2, there's no need to call GotoMapVars.EndOfLevel() or remove the current Player.

Change the Abredoor() funcs to this:

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def Abredoor1(): store_char = open("mapdata.txt", 'w') store_char.write("Knight_Traitor") store_char.close() Bladex.LoadLevel("GlofrorsGardenNight") def Abredoor2(): store_char = open("mapdata.txt", 'w') store_char.write("Skeleton") store_char.close() Bladex.LoadLevel("GlofrorsGardenNight") def Abredoor3(): store_char = open("mapdata.txt", 'w') store_char.write("Lich") store_char.close() Bladex.LoadLevel("GlofrorsGardenNight")

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Postby IrateGiant » Thu May 24, 2012 1:38 pm

Yeah SR! At last! [:D]

Many thanks again for the help! [;)]

A last question, how can I edit the inventory for the characters?

Writing a func into "pj.py" to add weapons for each playable enemy? [:)]

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Postby Sir Random » Thu May 24, 2012 2:24 pm

Add these lines to pj.py, after player creation:

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if charname == "Knight_Traitor": weapon = "Espadaromana" elif charname == "Skeleton": weapon = "HookSword" elif charname == "Lich": weapon = "Martillo2" else: weapon = "Gladius" o=Bladex.CreateEntity("StartWeapon","weapon",0,0,0,"Weapon") ItemTypes.ItemDefaultFuncs(o) Actions.TakeObject(char.Name,o.Name)

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Postby IrateGiant » Thu May 24, 2012 11:27 pm

A error appear SR, <font color="red">Trying to create a weapon that NOT preloaded:'weapon'</font id="red">

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Postby Sir Random » Thu May 24, 2012 11:39 pm

Oops,
Remove the "" around weapon:
o=Bladex.CreateEntity("StartWeapon",<font color="green">weapon</font id="green">,0,0,0,"Weapon")

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Postby IrateGiant » Fri May 25, 2012 12:54 am

Perfect SR [:)]

Thanks for everything!


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