Code:
I'm sorry, but an uncaught exception occurred.
While running game code:
File "game/_script/lair/lair - label.rpy", line 25, in script
python:
File "game/_script/lair/lair - label.rpy", line 28, in <module>
result = ui.interact()
File "game/_script/lair/lair - screen.rpy", line 606, in execute
screen lair():
File "game/_script/lair/lair - screen.rpy", line 606, in execute
screen lair():
File "game/_script/lair/lair - screen.rpy", line 635, in execute
fixed at context_help:
File "game/_script/lair/lair - screen.rpy", line 646, in execute
vbox xalign 0.5 spacing 50:
File "game/_script/lair/lair - screen.rpy", line 686, in execute
frame background solid_fill() align centered:
File "game/_script/lair/lair - screen.rpy", line 687, in execute
fixed ymaximum:
File "game/_script/lair/lair - screen.rpy", line 688, in execute
if lair.action == 'build':
File "game/_script/lair/lair - screen.rpy", line 713, in execute
use lair_evolution
File "game/_script/lair/lair - screen.rpy", line 63, in execute
screen lair_evolution():
File "game/_script/lair/lair - screen.rpy", line 63, in execute
screen lair_evolution():
File "game/_script/lair/lair - screen.rpy", line 64, in execute
vbox:
File "game/_script/lair/lair - screen.rpy", line 73, in execute
side "c l" xalign 0.5 xfill true:
File "game/_script/lair/lair - screen.rpy", line 74, in execute
viewport id "dragon_evo_selection":
File "game/_script/lair/lair - screen.rpy", line 83, in execute
if dragon.evo_page == 'evo':
File "game/_script/lair/lair - screen.rpy", line 97, in execute
vbox align(0.5,0.5) spacing 5:
File "game/_script/lair/lair - screen.rpy", line 98, in execute
for key in dragon.get_possible_evo_list():
File "game/_script/lair/lair - screen.rpy", line 99, in execute
frame align(0.5,0.5) xfill true:
File "game/_script/lair/lair - screen.rpy", line 100, in execute
vbox align(0.5,0.5):
File "game/_script/lair/lair - screen.rpy", line 104, in execute
text "%s"%(print_evo_grant(evolution[key])) align(0.5,0.5)
File "game/_script/define/functions.rpy", line 99, in print_evo_grant
if part['grant'].has_key('ability'):
AttributeError: 'str' object has no attribute 'has_key'
paws_weave:
cost: 30
element: phys
eng_desc: Strange paws, at first glance vestigial. The Dragon may use these paws to aid in the casting of magic, twisting tendrils and multi boned fingers able to dance in designs unknown to even the wisest mage.
eng_name: Weaving Paws
grant: ()
need: len(dragon.anatomy['paws']) < 4
rus_desc: TBD
rus_name: TBD
stats:
mana: 2
I'm planning to reintroduce Hakim ibn Hakim (ibn Hakim), to whom you can sell your surplus captives. And maybe he sells some new ones, too. That's not in yet, though.Or give away captives to the witch?
Share these?Changed a few lines of the torturing scenes to suit my prefernces (Not having size 3+ dragons automatically have claws or horns for play).
I suspect it's this:And then I tried to add a mana increasing Paw type, because I felt I was adding too much to the Special tab, and yeah. Fucked up somehow.
Should be '{}' instead of '()'.grant: ()
No idea why this is happening. Try deleting your 'persistent' file and all '.rpyc' files. I doubt this will do anything, but worth a try.I haven't done anything on my computer between closing the game last night and trying to open it today. I know some coding, but not Renpy nor Python, but beside understanding it couldn't display some images I'm lost. Does someone have any idea of how to at least get the game to start again?
The extra time is just recompiling the scripts. Well, shoot, that didn't work.Tried deleting the files you told me to, only change was it took 1-2 seconds longer to get the "new" (identical) traceback.txt...
It's not just the launcher, Ren'Py pretty much comes with source code attached. So in theory, I could troubleshoot this to all eternity. In practice, that's not going to be particularly productive.As for trying the others Renpy games? I understand enough of renpy to know they all have a self-contained launcher.
As far as I can glean, the problem is that creating images is sensitive to the order in which the game, especially the GUI, is initialised. What to do about it, I don't know.truly understand what the problem is
They are, one is a class function and the other is a 'global' function. Not that it helps us any, since initialising a ProportionalScale object calls renpy.render(), and that's forbidden during certain steps of the initialisation process. Why yours is different from others', and different now, I don't really know.As an example, the get_size() function call at the end, without any argument, when just above it need the "img" argument? It could mean they are two different functions...
Zip it?Is there a way to natively attach a .yaml file on f95?
If the game worked before and now doesn't, I doubt it. Wiping the user data might help, but if all three installations don't work, that isn't likely to help, either.My idea for the other problem is that maybe installation was done incorrectly? If I were you I would try to uninstall and reinstall, maybe even wipe the AppData/Roaming file as well before a reinstallation
Neither am I. And this is pretty puzzling behaviour.Then again, if you were able to play and successfully access the game and its functions, I dunno why it would change today, and again, I aint a techie really
Nice! I don't agree with all of this, but I think I can use some of the changes, if you don't mind.Here are my files that I fucked with.
What do you mean? Most of the descriptions are justified, are they not?One thing I cannot figure out is how to align the text of the descriptions, they center right.
It's weird that debug mode causes this, because I obviously use it a lot, without similar issues.debug mode
Deleting all 'persistent' files, both in the install directory and under 'AppData' would have done this, yes.Maybe deleting the "roaming" files would have had the same effect, since it should have made the game "forget" that debug mode was turned on
Perhaps putting that into one of the special evolutions?Magic resistance missing for the dragon is a design choice, so that there's something you always have to be wary of. I could give some kind of head +5%, maybe.
I'm putting it on the rainbow head. Special evolutions can't be swapped, so that way all dragons are going to end up with magic resistance. But I want magic resistance to be rare and have an opportunity cost.Perhaps putting that into one of the special evolutions?
Looks like it. I guess I'll try doing some paging. Fuck, more dev time spent on bugs instead of features.Too many minions, engine limit?
I'll try some paging there as well.BTW, those lines instead of characters is also found in the Squads menu if you have too many minions.
That's normal justified text. Although I usually refer to that direction as left. I'll cut the text back from the edges a little.The evolution text, if more than one line is had, has secondary lines centered right to the furthest right point on the first line, like in the screenshots.
Specials can't be mutated, now can they? Anyway, you'd be basically looking to add a new mutation category for each 'scale family' like heads/paws/wings, which will need some new UI, at least. And non-mutable ones would remain specials....could it be coded that only some can be mutated into some others, and some not be mutated at all?
'lair - screen.rpy' for the UI and 'lair - label.rpy' for the effects. Look for 'recolor' and 'mutation'.Like, the mutually exclusive ones being able to mutated with each other but not anything else? And also, in what file would I go to to start fucking around with adding this feature, and where would I also go about to add a new evolution tab for scales?