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I'm getting this error when I try to reset the game. All of the cards just spread out in the scoring area rather than doing a proper reset. Any ideas of what is going on?
Thanks
Error in Script (Reset Game - 62243d) function <startLuaCoroutine/resetGame>: chunk_4:(329,40-69): attempt to index a nil value
Cards have their own sticker version you may need to search on the respective bag
For those with saved games, the nil error usually comes from a card that should not be in the deck, like a card that was to be with sticker and you left it in there
Also there is an error when clicking end turn, mentioning a nil value.
when loading the mod, part of the table, where the cards are played, is not loading (it doesn't locate that part of the table), very strange.
@Jockey with all the work needed to add the expansion and 2 more sits, sorry but no, would not work on a humongous project again :P
I have a problem, it seems like part of the table is not loading.
WWW Model Error: Cannot resolve destination host at [ http://pastebin.com/raw.php?i=JpPS3kqt ]
How do I resolve it?
Unrelated, but anyone have any guide they can point me to for adding new components? I've figured the majority of it out, but I mostly can't figure out how to script new tokens like fruits and new artifacts for setup and the Scrying Pool extra adventure card.
For reference, had just finished doing the epilogue steps for the first game.
I then click on the Scoring Phase button once so that it now shows New Game. I then click on Reset Game and confirm Yes at the top right of the table. It proceeds to splay all the cards across the bottom of the table among other errors. I tried reloading and doing various combinations of several things but nothing is working correctly. I'm not sure if I'm supposed to reset anything manually first or stamp/decal something differently so it doesn't mess it up. Any help is appreciated, thanks!
After the tomes get upgraded they don't seem to be shuffled before being dealt out to the adventure row. We found this out very late into the campaign and shuffled the bag before we did the setup.
Card 134 wants to remove a wight cube from the dragon bag on arrival. If there are none, I believe the co-routine errors out. This is untested, but we ran into it and that was likely the culprit.
The very last thing at the end of the campaign that the winner gets, doesn't seem to be in the mod. If you'd like to add that I did scan mine so we could see and experience that part of it. You may have this somewhere, but we couldn't find it.
Again, wonderful job. It was a great experience digitally. Thanks for putting this together!
You can manually change the state of the item that places the tokens and replace it to anywhere you need to, as long it is not the last one cause it deletes it self you can do that.
The Set changes it state and moves a script zones to that place, where the setup script will plave a Dran or Wight cube, reason why just click once and put it aside, so every time you do the setup it will place there the needed wight or dran token
I believe its the marker next to the major secret thing in the top right as well as what ever is under the major secret button there.
reviwing the onload variables, if you refer to this ones those are scripting zones.
baseDeckGuid = GetDeckOrCard("162145")
vaultDeck = GetDeckOrCard("bf60bd")
Not sure if anyone else had any issues during reset game
1. Load a brand new copy of the Clank Legacy workshop file.
2. Add a few vault cards to the vault.
3. Save and load the game.
4. Click reset game. It will error when it gets to the vault step.
It looks like the "vaultDeck" variable is set to a deck object when the script loads, but that deck's GUID changes during the reset script when all the cards are being shuffled around. The final steps of the reset script appear to try to reference the first deck which no longer exists, causing an "attempt to index null value" error.
I was able to fix it in my copy by adding:
vaultDeck = GetDeckOrCard("bf60bd")
to the script, between lines 1135 and 1136, immediately before the line that says "if vaultDeck then"
I don't think the fix causes any further issues, but somebody who knows what they're doing should probably take a look and make sure it doesn't break anything else.