Author Topic: [7.2] Phoenix Restoration Mod  (Read 4760 times)

Offline The Bigfoot

[7.2] Phoenix Restoration Mod
« on: July 08, 2015, 04:37:38 pm »
Phoenix Restoration Mod

Rebuild the Phoenix's booster cradle and expand your tactical capability.
Unleash additional fire-power with changeable laser modes.
Use and weaponize close range warp technology.
Includes new shiny buttons!
Detach and Dock at will.
War-story time!
VVV
V

Includes Functions and Overrides intended to improve mod compatibility and versatility
Thanks to the Maganimous Megillot for doing the upgrade background  far better than I could and the brilliant Saibotleih for inspiration to look at warps and doing awsome buttons

The Ship

The Booster (As enthusiastically explained by Icari) is fast, evasive, well armoured and very durable. It comes with a long range quad laser on par with the Black Jack's lasers and can use the Phoenix's assault cannons. This is not a replacement but an addon. The ships remain two distinct parts.

This may seem very powerful but when the Booster is destroyed, it will need to be re-built and its upgrades are separate to the Phoenix. In addition when the phoenix is detached, the booster becomes helpless and it is unable to defend itself.

The booster requires a number of components that can only be obtained from the Mining Union. To make it available then talk to Icari in the lab after she is brought on-board.

If the booster is destroyed whilst the phoenix is still attached, the phoenix is released but suffers any damage past 0 the booster has taken. It is possible to detach the phoenix at any time and when detached, the booster will retain hate it gained originally but be unable to move or use ability's.

But there's more!

The booster can be modified in three ways (with more to come if there is interest), each requires another talk with Icari:

Ok most of us have played it but its still spoiler
Might be nice to find these for yourself

If the game is started through MoA, then all of these are available from the start.

Linked or Unlinked lasers:
Talk to Icari in the hanger after buying the booster

It is possible to assign each laser its own targeting computer, this means even if one misses, there is still a chance other beams will connect. This reduces its effect against armour but also lets the lasers draw slightly more power.

Repair warp engines:
Talk to Icari in the lab after the wedding crash

Using the Seraphim's computers it is possible to repair the Booster's warp drive and grant the precision to make small micro-jumps. This costs energy, not command points and extends her movement range greatly. In addition, as the enemy are not expecting it, she is not vulnerable to counter attacks whilst warping.

WarpShock (Enable or Disable):
Talk to Icari in your quarters after buying the Warp Drive repair
 
According to Icari's war story it is possible to miss-calibrate a warpdrive and create a localised explosion that inflicts significant damage after warping to surrounding ships... and the booster.
The damage inflicted is dependent on the hexes moved (20* to the Booster, 15* to other ships in a 1hex radius)

Booster Stats

Booster HP : 700
Booster Move range: 6 (15en per hex)
Booster Evasion: 40
Booster Armor: 8
Booster Flak: 20 (Range 1)

Booster Weapons: Quad Laser (70en, 200dmg), Assault Array (30en, 15x15dmg)
Booster Equipment: Warp engine(buyable)(40en + 5 per hex), Detach (20en)

Booster Destruction: Booster is destroyed until re-built. Phoenix survives destruction.
Booster Upgrades: Upgrades are separate to Phoenix, Can be upgraded even when destroyed

Balanceing

The Phoenix is normally restricted to damaging Ryders or badly wounded large ships. With this mod then it becomes more flexible in battle, having a high(ish) damage long range weapon and with upgrades, becoming extremely mobile as well as being able to use two energy pools.

The attempt to balance this is by requiring upgrade money to be split further as without upgrades, the booster weapons will not be significantly more valuable. In addition, although upgrades are not lost when the booster is destroyed, it will need to be re-built with expensive components from the Mining Union before it can be used again.

Costs:

Buy Booster: 800 credits
Repair Booster: 400 credits
Modification 1: 150 credits
Undo Modification 1: -50 credits
Buy Warp Drive: 400 credits
Modification 2: 200 credits
Undo Modification2: 50 credits

Total cost with 1 repair: 1950 credits + any research costs

Picture Time!

Lasers

Movement Range

Warping

Warpshock(look at the booster.hp and the Ryders next to it)



Compatibility:

This mod is designed for beta 7.2, it however overrides a number of core segments of code, These are minor modifications and when the mod is not being used then are un-noticeable except for one. They are mostly used for mod compatibility but they will likely be broken by updates.

Fortunately they are largely simple segments and should be easy to patch in.

There is one modification that will always be visible:

This is used to extend the movement range of ships in battles, to enable the warp to reach more than four hexes. Really this has no effect and is only visible by extending the phoenix and blackjack's movement range.

It should be fully safe for old games and even games loaded from the middle of a battle.

There is a function called boostercheck that can be used to stealth disable/enable the booster for compatibility or balanceing with other mods.

Code: (Use:) [Select]
python:
    if boostercheck() == True: boostercheck(False) # This checks for booster being alive, and disables it.
    if boostercheck() == False: boostercheck(True) # This enables the booster.

Bugs:

With something using this many overrides there are bound to be some problems, I believe I have fixed all of them but if there are any then please let me know.

Installation:

Just Drop the game folder into the Sunrider folder. Everything else should be automatic.

######################################

For Modders:

This is a list of the functions, their uses and their syntax in the M52-53Functions_7.2 file that I have made for use with my main mod and this one. A number of them are very useful for building mods and enhancing what you can do with the game.

As the game updates then I will try and fix any problems these cause and modify the rpy file. Feel free to add this to any mods you make but for the sake of compatibility please do not change it.

Having the file in the game folder will auto-activate the movement range mod and the upgrade mod as otherwise there are pickleing errors. It will also auto-activate the label overrides as they are needed to already be active to use them.

Code: ( Function List:) [Select]

Battle Functions: (Used directly in battle)

    Findships() L 27 (Finds ships within perimeters)

    Reinforce() L170 (Improved create_ship with placement and random+multi ships options)

    Makegrid() L240 (Used with Reinforce to generate a grid for area reinforcing)

    Makehate() L375 (Used to point the enemy at a ship)

    Shiftcover() L392 (Used to move cover and optionally damage ships it collides with)

Battle Overwrites: (Used to enhance battle capability)

    EndPlayerTurn L94 (Lets you run functions at the start of an enemy turn)

    PlayerTurn L486 (Lets you use UI.interact() on your own turns (like the warp weapon))

    Extended Move L567 (Auto) (Lets you move and interact with more than a 4 hex radius)

    TryAgain L742 (Modified battle reset lets you reset custom variables and run functions)

    BattleStart L816 (Modified battle start so you can run a function on battle start)

Story Overwrites:

    Modified Dispatch L433 (auto)(lets you place char buttons from init code, no need for planets or overrides)

    Modified Upgrades L678 (lets you upgrade ships not in player_ships)
   
Story Functions:

    morp() L281 (Lets you check if Captain is moralist or prince, allows you to include a modifier)

    Aff() L301 (Lets you quickly modify affection and morals with shorthand code)

    Locfree() L860 (Lets you check for other characters in a location on the ship map with exceptions and tolerances)


Use of Functions

Battle Functions:

Findships- Line 27

This is used to return a list of ships or run a simple no-argument function on ships it matches. If no ships match its checks then it returns None, so when using it check for that before carrying on.

The returned value is a List.

Code: ( Use:) [Select]
findship(Function,List,Name,Type,Dist,Faction,Hp)

To check for something then use field = value.

Example:
    findship(Name = "Pact Mook", Faction = "PACT") would return all Mooks with the faction PACT

Field Syntax
   
1. Function : defines function to be used, don't use the ()
   Example: findship(Function = function) # This runs the function on all ships in BM.ships

2. List : List to search ships, if not stated, uses BM.ships
   Example: findship(List = listname) # This returns all ships in the stated list, defaults are BM.ships, player_ships, enemy_ships, destroyed_ships

3. Name : returns ships that have a matching name
   Example: findship(Name = "PACT Mook") # Note the " marks as the name is a string

4. Type: returns ships that have a matching type
   Example: findship(Type="Ryder") #defaults are: 'Cruiser', 'Ryder', 'Battleship', 'Frigate', 'Ship', 'Station', 'Carrier', 'Assault Carrier', 'Super Dreadnought', 'Destroyer'

5. Dist: returns ships within a stated distance of location
   Example: findship(Dist = 2,(1,1)) # The first number is the amount of hexes away from the coordinates in the brackets. The coordinates or the number could be already stated variables

6. Faction: returns ships with a stated Faction
   Example: findship(Faction = 'Pirates') # Defaults are 'Player', 'PACT', 'Pirate'

7. HP: returns ships with a hp value that matches
   Example: findship(HP = ('L',400) # This finds ships with hp lower than 400. Qualifiers are 'H'(ship is higher than var), 'E'(ship is equal to hp), 'L'(ship is lower than hp)


Reinforce L170
This is a very powerful version of create_ship that lets you create either a single ship or a group of ships that can be as random as you want, within a supplied location.

Code: (Use:) [Select]
reinforce(((1stcord),(2ndcord)),[[ship,value]],valuecap,moneymod)
                                      or
reinforce(((1,1),(3,3),[[PactMook,1],[PactBomber.2]], 3, 0.2)

This example will make a grid from 1,1 to 3,3.
It then makes random selections from the player supplied list and adds up the values of its selection
When the selection matches the Valuecap then it spawns the ships in the grid, using the money mod if not left empty.

This works very well with makegrid for dynamic ambushes or reinforcements.
makegrid- L 240

This takes a shipname, a preference and a range then returns grid coordinates for a the selected size.

The name can be anything from 'Liberty' to 'Pact Mook', the preference is used to find the most oriented ship with that name (right, left, up, down ('r','l','u','d')

Code: (Use) [Select]
makegrid(shipname, pref, range)
              or
makegrid('PACT Battleship',"r",2) (This would return a 2by2 coordinate for the rightmost battleship, if there are none then it would return "R")

Code: ( Example with reinforce) [Select]
python:
    if check1 == False:
        if sunrider.hp <= sunrider.max_hp/2:
            renpy.say("Alliance Officer","Captain, we are sending you reinforcements")
            reinforce(makegrid('Sunrider','r,2),[[UnionFrigate,1],[AllianceBattleship,2]],2)
            check1 == True

This would show a message from Alliance Officer then spawn either 2 Union frigates or 1 alliance battleship within 2 hexes of the sunrider when the sunrider hp is half or less than half of its max.

This could just as easily be reinforcing a PACT battleship with Elite ryders or cruisers
Makehate- L375

This is used to crudely aim PACT at a ship, it takes the average hate of ships in player_ships and then sets the target ship at average + number.

This is quite flexible, if its set very high then it will focus all firepower on the ship, otherwise it will only encourage them to target the ship. They will still deal with the bigger threat first.

Code: (Use) [Select]
ship.hate = makehate(num)
                or
ship.hate = makehate(400)

If player_ships had 6 ships and hate of 200, the ship affected would be set to a hate of 600

shiftcover- L392

This is used to move cover around the battlefield, it has a chance of moving in any direction or staying still. If it moves then it deals damage to the hex it moves into, if damage is set.

Code: (Use) [Select]
shiftcover(damage)
        example
shiftcover(100)

Will deal 100 damage to ships in the map.
Battle Overwrites:

end_player_turn
Code: (Activate:) [Select]
To activate:
In python block or function:

python:
    BM.end_player_turn = end_player_turn

init python:
    if not 'enemy_actions' in globals(): enemy_actions = []

This runs functions in enemy_actions if the BM.mission matches the qualification.
As it can only run functions with no arguments, its recommended to call a carrier function that calls other functions for you.

Code: (Use:) [Select]
init python:
    enemy_actions.append((BM.missioncheck,Function))
                   example:
    enemy_actions.append((14,dostuff))

The function checks items in enemy_actions, if the variable matches the mission then the function is run. With the function, you cannot use () on the end.
Playerturn

This overwrite lets you insert a function between the battle loops that make up your turn. It is mostly important for weapons involving map tile selection, but you can assign any function to player_actions and have it run once. Look at the warp weapon or detach weapon in this mod for an example.

Code: (Activation) [Select]
python:
    BM.battle = modifiedbattle
    if not 'player_actions' in globals(): globals()['player_actions'] = []


Code: (Usage) [Select]
This should be done from a weapon in most situations.
python:
    player_actions.append((missioncheck,function))

Example:

    player_actions.append((25,Dock2))

Just like the enemy_turn, this runs a function if the mission matches the mission check, however this one also deletes the entry when its run, as player_actions loops without changing the mission turn.
Extended Move
This is auto-used and should not be run directly
TryAgain
This allows you to store variables that need to be reset at the start of a mission and run functions.

Code: (Activation) [Select]
Auto-Activated

Code: (Use) [Select]
Variables:
python:
    [BM.mission,'Variable',Value]
    store.reset_vars.append([BM.mission,'variable',Value])

This checks for the BM.mission and sets the variable to the value.
The variable should be a string ("variable") for this to work.

Functions

This DOES NOT check for BM.mission, it only runs the function. Again this should be a carrier function. Ideally you should remove it from the list after its run, unless its a function that applies globally. If you don't remove it, then it runs on every reset.

Unless there is a specific reason, I recommend using the override below as it will be run anyway if the mission is re-started and it checks for mission names.
BattleStart

Code: ( Activation) [Select]
Not Needed, Auto activates

Effect:
This override is intended to run a function on the start of the mission. It will run any function where the  BM.mission matches its check or its check is "Any". This makes it great for running global functions (such as used to set up the booster).

Code: (To Use:) [Select]

python:
    store.start_funcs.append([BMcheck,func])

BM.check can be a mission name or "Any"
Story Overwrites:

Modified Dispatch:
Code: (Activation) [Select]
Auto Activated

This is used to create buttons on the ship map. It is particularly useful as the buttons will show up whenever the requirements are met, regardless of where you are in the story.

As this can be set from an init block, there is no need to modify files or over-write labels. It is entirely non-invasive

Code: (Use) [Select]
init python:
    chat_labels.append(["eval","name","location",label])


This looks very simple but the eval statement can become complicated very quickly.
Eval should be a string of conditions, like: "mission2_complete == True and mission3_complete not == True"

You should include:

Timeing variables

These are the locators, if they are active or not, you can use them to tell your button if the storyline is set. This can be tricky as there are not that many variables available.

Character Variables

Check to see if character_location is already set, if it is then unless you include this, you will overwrite it.

Talk variables

A variable to check the chat has been seen. If this isn't included then the button will just be constantly refreshed.

Modified Upgrades
This is used to allow ships outside of player_ships to be upgraded. You could use this to upgrade other ships so long as you set the upgrade menu attributes on the ship.

Consider making a master-ship to keep in upgrade_ships and using the start_battle override to copy all the upgrade information onto other ships of the same type to upgrade mercenary ships.

Code: (Activation:) [Select]
Auto activating

Code: (use) [Select]
Ships in upgrade_ships will be auto added to player_ships until upgrades are finished.

Afterwards they will be dropped back into upgrade_ships.

You can also trigger certain things using upgrade_funcs:

upgrade_funcs.upgrade(['evalstring',function])

The eval must be a string which returns true and the function must need to arguments.
Story Functions:

morp:
This is a quick check to see if the captain is a moralist or prince.
You can add a modifier to check the captains inclination if its something that would particularly appeal to him.

If it returns True, captain is being moralist, False for prince

Code: (use:) [Select]
if $morp():
    kay "I belive in being nice"

if $morp() == False:
    kay "I belive in winning"

if $morp(5):
    kay "I belive we should be nice in this situation"

Adding a positive number in the brackets makes morality more likely
Aff
Aff() lets you quickly modify affection and morality using shorthand

Code: (use) [Select]
$aff("asa",1)
would increase asaga_affection by 1

List of names:
    "ava" = Ava
    "asa" = Asaga
    "chi" = Chigara
    "ica" = Icari
    "cla" = Claude
    "sol" = Sola
    "kry" = Kryska
    "cos" = Cossette
    "M" = Moralist
    "P" = Prince
Locfree()
This function can be used to return if anyone is at a position on the ship. Its major use will be for setting chat_labels but it could also be useful for conversations.

Update 17/7/15: Now includes propper buttons thanks to Saibotleih. Zip has been replaced
Update 20/1/15: Fixed an old file that slipped into the last update. If you have a message about start_funcs then just update the m52-53func  file
Update 17/9/15: Updated M52.rpy to prevent possible bugs on restarting a mission and included a dissable/enable function to improve mod compatibility.
Update 14/12/15: Updated to work with ModFramework.rpy found here: http://innomenpro.com/forums/index.php?topic=1581.0
« Last Edit: December 14, 2015, 11:30:34 am by The Bigfoot »
I make spaceships! - http://innomenpro.com/forums/index.php?topic=1366.0
Massive Modding tutorial here: http://innomenpro.com/forums/index.php?topic=1251.0
New Award: John Titor [Sep 17, 2015, 10:16:07 PM]:   BigFoot is the official Evil Genius fro mteh forum

Offline NewAgeOfPower

Re: [7.2] Phoenix Restoration Mod
« Reply #1 on: July 08, 2015, 05:48:38 pm »
Your pics aren't working for me.
Working on a collaborative Sci-fi novella. Teaser here.

Feedback would be appreciated.

Offline The Bigfoot

Re: [7.2] Phoenix Restoration Mod
« Reply #2 on: July 08, 2015, 06:11:46 pm »
Your pics aren't working for me.

Blasted googledrive  ::) Fixed now
I make spaceships! - http://innomenpro.com/forums/index.php?topic=1366.0
Massive Modding tutorial here: http://innomenpro.com/forums/index.php?topic=1251.0
New Award: John Titor [Sep 17, 2015, 10:16:07 PM]:   BigFoot is the official Evil Genius fro mteh forum

Offline Vaendryl

Re: [7.2] Phoenix Restoration Mod
« Reply #3 on: July 08, 2015, 08:34:55 pm »
looks cool.

I originally limited to range of movement to 4 spaces at a time because the icons showing where to go would lag the shit out of the game if there were too many, but I see you're filling the screen with them xD. not having any lag issues? maybe the anti-lag measures are paying off.
I would've just reused the short range warp order code if I were you, though.  :P
(╯□)╯︵ uoıʇdǝɔxǝ
latest version: 7.2
RTFW
Mark 5:9

Offline The Bigfoot

Re: [7.2] Phoenix Restoration Mod
« Reply #4 on: July 08, 2015, 11:29:56 pm »
looks cool.

Oh yes.  8)

Warp over to two Mooks with warpshock, assault one, detach into melee range of a bomber and you have 3 ryders killed, across the map from where you were a moment ago and a carrier exposed to missile fire. Can be very high risk but it opens up a lot of new options in battles.

I originally limited to range of movement to 4 spaces at a time because the icons showing where to go would lag the shit out of the game if there were too many, but I see you're filling the screen with them xD. not having any lag issues? maybe the anti-lag measures are paying off.

There were actually no lag issues at all which sort of supprised me, it works fine but I did change the memory useage when 7.2 started throwing up memory errors on my old laptop. I dont know what sort of impact that has when I run it on my desktop.

I would've just reused the short range warp order code if I were you, though.  :P

I have a bad habit of doing the most complicated thing first and getting horribly confused rather than trying the simplest solution  ::).

Useing the short-warp code would have been so much easier but I had never encounterd pygame before so I wanted to fiddle around for a bit. Working it out with my own functions let me be a lot more flexible with things like displaying the additional movment cost or undocking the phoenix.

I did have to modify the player_turn though because I kept getting ui.interact errors otherwise. That said, when I started I had never actually heard of pygame so it could just be my incompetent coding!

Now I need to find some new code to pick apart...
I make spaceships! - http://innomenpro.com/forums/index.php?topic=1366.0
Massive Modding tutorial here: http://innomenpro.com/forums/index.php?topic=1251.0
New Award: John Titor [Sep 17, 2015, 10:16:07 PM]:   BigFoot is the official Evil Genius fro mteh forum

Offline saibotlieh

Re: [7.2] Phoenix Restoration Mod
« Reply #5 on: July 09, 2015, 11:59:32 pm »
Very nice, looks like a lot of work gone into this. Still have to complete my mod of the character missions before I will play the game again, but then I will definitely give this a try. Thanks again for the option to integrate the character buttons on the ship map by the way, I am already upgrading my mods with it.

I've seen that your battle UI buttons are rather functional at the moment. First thing to mention is that the font that was used for the buttons can be found within the Font folder of the game, it is called "sui generis rg". Second, I took the liberty to try to create a warp button that fits more to the style of the other buttons. I could create similar buttons for the other options as well if you like it.

Offline The Bigfoot

Re: [7.2] Phoenix Restoration Mod
« Reply #6 on: July 10, 2015, 07:19:55 am »
Very nice, looks like a lot of work gone into this. Still have to complete my mod of the character missions before I will play the game again, but then I will definitely give this a try. Thanks again for the option to integrate the character buttons on the ship map by the way, I am already upgrading my mods with it.

I've seen that your battle UI buttons are rather functional at the moment. First thing to mention is that the font that was used for the buttons can be found within the Font folder of the game, it is called "sui generis rg".

Thanks, as long as one person will use it I'm quite happy to keep on codeing  ;D

One quirk with this that might interfere with your mods is phoenix now refers to the active component, if the Phoenix is docked to the booster then it points to the booster, if its not docked then it still points to phoenix. This means that alterations made via the store might go to the wrong ship, but references to it in the battle won't just try and pull it out of the aether. I will look into it and see if I can make it more compatible, I can probably modify the upgrade label a bit more.

Second, I took the liberty to try to create a warp button that fits more to the style of the other buttons. I could create similar buttons for the other options as well if you like it.

That button is perfect! Simply adding text to an image is all I am really capable of so something that fits the game so well just blew me away ;D Will add it in when I get home!
I make spaceships! - http://innomenpro.com/forums/index.php?topic=1366.0
Massive Modding tutorial here: http://innomenpro.com/forums/index.php?topic=1251.0
New Award: John Titor [Sep 17, 2015, 10:16:07 PM]:   BigFoot is the official Evil Genius fro mteh forum

Offline saibotlieh

Re: [7.2] Phoenix Restoration Mod
« Reply #7 on: July 10, 2015, 08:03:28 pm »
That button is perfect! Simply adding text to an image is all I am really capable of so something that fits the game so well just blew me away ;D Will add it in when I get home!
Glad you like the button, here is my take on the other buttons.  :)

Offline Inaho Rowe

Re: [7.2] Phoenix Restoration Mod
« Reply #8 on: July 19, 2015, 11:02:24 pm »
good evening sir
sorry to bother you but throught the saibotlieh character mission
i run up to some problem tied to your mod so from his tips i am here asking

while engaging 2nd battle at first arrival it crashed instantly as the battle loaded

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/PhoenixMod/game/M52-53Functions_7.2.rpy", line 824, in script
  File "game/PhoenixMod/game/M52-53Functions_7.2.rpy", line 825, in <module>
AttributeError: 'StoreModule' object has no attribute 'start_funcs'

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "game/PhoenixMod/game/M52-53Functions_7.2.rpy", line 824, in script
  File "C:\sr\SunriderMaskofArcadius-all\renpy\ast.py", line 778, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\sr\SunriderMaskofArcadius-all\renpy\python.py", line 1382, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/PhoenixMod/game/M52-53Functions_7.2.rpy", line 825, in <module>
AttributeError: 'StoreModule' object has no attribute 'start_funcs'

Windows-7-6.1.7600
Ren'Py 6.18.1.670
Sunrider Mask of Arcadius  Beta 7.1a
-a new world with new depth-
"graduated from ryder pilot and enginering course
finnaly got to pilot my own ryder
still an long way until being a captain of my future assault carrier or even a commender of a litle fregate.....but i'm on my way to the top."

Offline The Bigfoot

Re: [7.2] Phoenix Restoration Mod
« Reply #9 on: July 20, 2015, 06:32:25 am »
good evening sir
sorry to bother you but throught the saibotlieh character mission
i run up to some problem tied to your mod so from his tips i am here asking

while engaging 2nd battle at first arrival it crashed instantly as the battle loaded

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/PhoenixMod/game/M52-53Functions_7.2.rpy", line 824, in script
  File "game/PhoenixMod/game/M52-53Functions_7.2.rpy", line 825, in <module>
AttributeError: 'StoreModule' object has no attribute 'start_funcs'

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "game/PhoenixMod/game/M52-53Functions_7.2.rpy", line 824, in script
  File "C:\sr\SunriderMaskofArcadius-all\renpy\ast.py", line 778, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\sr\SunriderMaskofArcadius-all\renpy\python.py", line 1382, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/PhoenixMod/game/M52-53Functions_7.2.rpy", line 825, in <module>
AttributeError: 'StoreModule' object has no attribute 'start_funcs'

Windows-7-6.1.7600
Ren'Py 6.18.1.670
Sunrider Mask of Arcadius  Beta 7.1a

Thats a wonderful example of why you should never be untidy with code  :o... I have updated it , so if you replace the M52 file, that should clear it up. Thanks for letting me know.
I make spaceships! - http://innomenpro.com/forums/index.php?topic=1366.0
Massive Modding tutorial here: http://innomenpro.com/forums/index.php?topic=1251.0
New Award: John Titor [Sep 17, 2015, 10:16:07 PM]:   BigFoot is the official Evil Genius fro mteh forum

Offline Inaho Rowe

Re: [7.2] Phoenix Restoration Mod
« Reply #10 on: July 20, 2015, 07:14:23 am »
good evening sir
sorry to bother you but throught the saibotlieh character mission
i run up to some problem tied to your mod so from his tips i am here asking

while engaging 2nd battle at first arrival it crashed instantly as the battle loaded

[...]

Thats a wonderful example of why you should never be untidy with code  :o... I have updated it , so if you replace the M52 file, that should clear it up. Thanks for letting me know.

thanks to you for being such good and nice modders ~ xD
especially since the cursed idiot i am (i just choked while drinking some damn water XD) is giving you more work than necessary XD

now it say me again that i have it twice but i have it only in one rpy and rpyc ... and i don't have the folder and checked almost every other folder

I'm sorry, but an uncaught exception occurred.

While parsing C:\sr\SunriderMaskofArcadius-all/game/Phoenixmod.rpy.
ScriptError: Name u'Dispatch2' is defined twice: at game/M52-53Functions_7.2.rpy:455 and game/game/M52-53Functions_7.2.rpy:455.

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "C:\sr\SunriderMaskofArcadius-all\renpy\bootstrap.py", line 289, in bootstrap
    renpy.main.main()
  File "C:\sr\SunriderMaskofArcadius-all\renpy\main.py", line 249, in main
    renpy.game.script.load_script() # sets renpy.game.script.
  File "C:\sr\SunriderMaskofArcadius-all\renpy\script.py", line 181, in load_script
    self.load_appropriate_file(".rpyc", ".rpy", dir, fn, initcode)
  File "C:\sr\SunriderMaskofArcadius-all\renpy\script.py", line 470, in load_appropriate_file
    self.finish_load(stmts, initcode)
  File "C:\sr\SunriderMaskofArcadius-all\renpy\script.py", line 314, in finish_load
    node.filename, node.linenumber))
ScriptError: Name u'Dispatch2' is defined twice: at game/M52-53Functions_7.2.rpy:455 and game/game/M52-53Functions_7.2.rpy:455.

Windows-7-6.1.7600
Ren'Py 6.18.1.670
 
it seems that someone don't want me to play =..= even tought i'm on the protection of whale and space whale side =..= XD
« Last Edit: July 20, 2015, 07:17:11 am by Inaho Rowe »
-a new world with new depth-
"graduated from ryder pilot and enginering course
finnaly got to pilot my own ryder
still an long way until being a captain of my future assault carrier or even a commender of a litle fregate.....but i'm on my way to the top."

Offline The Bigfoot

Re: [7.2] Phoenix Restoration Mod
« Reply #11 on: July 20, 2015, 07:51:45 am »
ScriptError: Name u'Dispatch2' is defined twice: at game/M52-53Functions_7.2.rpy:455 and game/game/M52-53Functions_7.2.rpy:455.

Could you check if you have a game folder inside the game folder found in the Sunrider folder?

If you do then just delete it. You should be able to drag the folder from the zip into the Sunrider folder and everything will be put in its expected places.

Good luck!
I make spaceships! - http://innomenpro.com/forums/index.php?topic=1366.0
Massive Modding tutorial here: http://innomenpro.com/forums/index.php?topic=1251.0
New Award: John Titor [Sep 17, 2015, 10:16:07 PM]:   BigFoot is the official Evil Genius fro mteh forum

Offline Inaho Rowe

Re: [7.2] Phoenix Restoration Mod
« Reply #12 on: July 20, 2015, 08:01:55 am »
oh yeah.........i somehow didn't saw it i was so focused on searching the folder phoenixmod i didn"t saw i had a game folder inside a game folder =..=
so now i can lunch the game but back to square one upon battle start

this time a name seems to be wrong? "NameError: name 'globlas' is not defined" i'm gonna beat the wall with my head XD luck definitely hate me XD

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/M52-53Functions_7.2.rpy", line 817, in script
    python:
  File "game/M52-53Functions_7.2.rpy", line 818, in <module>
    if 'start_funcs' in globlas():
NameError: name 'globlas' is not defined

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "game/M52-53Functions_7.2.rpy", line 817, in script
    python:
  File "C:\sr\SunriderMaskofArcadius-all\renpy\ast.py", line 778, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\sr\SunriderMaskofArcadius-all\renpy\python.py", line 1382, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/M52-53Functions_7.2.rpy", line 818, in <module>
    if 'start_funcs' in globlas():
NameError: name 'globlas' is not defined

Windows-7-6.1.7600
Ren'Py 6.18.1.670
-a new world with new depth-
"graduated from ryder pilot and enginering course
finnaly got to pilot my own ryder
still an long way until being a captain of my future assault carrier or even a commender of a litle fregate.....but i'm on my way to the top."

Offline The Bigfoot

Re: [7.2] Phoenix Restoration Mod
« Reply #13 on: July 20, 2015, 08:06:58 am »
^^ Dyslexic code fixed
I make spaceships! - http://innomenpro.com/forums/index.php?topic=1366.0
Massive Modding tutorial here: http://innomenpro.com/forums/index.php?topic=1251.0
New Award: John Titor [Sep 17, 2015, 10:16:07 PM]:   BigFoot is the official Evil Genius fro mteh forum

Offline Inaho Rowe

Re: [7.2] Phoenix Restoration Mod
« Reply #14 on: July 20, 2015, 08:15:30 am »
i gave up... i yield  :'( :'( :'( :'(
why god? why me ? XD please don't say me i'm the only one that had those bug? XD

I'm sorry, but an uncaught exception occurred.

While running game code:
  File "game/M52-53Functions_7.2.rpy", line 817, in script
    python:
  File "game/M52-53Functions_7.2.rpy", line 823, in <module>
    BM.battlestart.player_ships = store.player_ships[:]
AttributeError: 'Battle' object has no attribute 'battlestart'

-- Full Traceback ------------------------------------------------------------

Full traceback:
  File "game/M52-53Functions_7.2.rpy", line 817, in script
    python:
  File "C:\sr\SunriderMaskofArcadius-all\renpy\ast.py", line 778, in execute
    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)
  File "C:\sr\SunriderMaskofArcadius-all\renpy\python.py", line 1382, in py_exec_bytecode
    exec bytecode in globals, locals
  File "game/M52-53Functions_7.2.rpy", line 823, in <module>
    BM.battlestart.player_ships = store.player_ships[:]
AttributeError: 'Battle' object has no attribute 'battlestart'

Windows-7-6.1.7600
Ren'Py 6.18.1.670
Sunrider Mask of Arcadius  Beta 7.1a
-a new world with new depth-
"graduated from ryder pilot and enginering course
finnaly got to pilot my own ryder
still an long way until being a captain of my future assault carrier or even a commender of a litle fregate.....but i'm on my way to the top."