I have trying to remove these 2 selectors:
ReplacePassives(7f7340a0-faf3-4122-bd3f-37a5434dd6cf,1,TotemWarriorPassiveReplace);SelectPassives(fb9ea4a2-a1ce-4242-a893-84a088ac1145,1,AspectOfTheBeast)
RemovePassives produces this error:
Error while dispatching event StatsLoaded: [string "SubclassCompatibilityFramework/CompatibilityS..."]:101: Property does not exist: resource::Progression::ReplacePassives - property does not exist stack traceback: [C++ Code]: in metamethod '__index' SubclassCompatibilityFramework/CompatibilitySupport/Queue.lua:101: in field 'Commit_SelectorRemoval' SubclassCompatibilityFramework/CompatibilitySupport/Queue.lua:134: in field 'CommitFeatsAndProgressions' SubclassCompatibilityFramework/CompatibilitySupport/Queue.lua:4: in field 'Commit' SubclassCompatibilityFramework/Init/_InitDefaults.lua:4: in function <SubclassCompatibilityFramework/Init/_InitDefaults.lua:1> [C++ Code]: in function 'xpcall' builtin://Libs/Event.lua:129: in method 'Throw' builtin://Libs/Event.lua:184: in function <builtin://Libs/Event.lua:183>
It is rather strange because they both share the same syntax. I have added a lot of traces and it seems that ReplacePassives needs UUID instead of ListUUID. However, while it doesn't produce an error, removal is not effective but it produces a strange behavior in game.
With both lines commented:
ReplacePassives is Change Bestial Heart and SelectPassives is Animal Aspect.
With only removal of SelectPassives:
It has correctly removed Animal Aspect but Change Bestial Heart is now titled as Class Passives. So it works, but it doesn't seem very clean with these side effects.
If I comment SelectPassives and play only with RemovePassives paramters (UUID), I can eventually have an errorless code. But in game, I will still have my replace passive screen, but it will be titled as Class Passives.
Removal code seems to overlap with other selectors, although I don't fully understand what can produce this side effect.
And there is also this error about ReplacePassives.
I have also tried with JSON format, but same issues.
I have trying to remove these 2 selectors:
ReplacePassives(7f7340a0-faf3-4122-bd3f-37a5434dd6cf,1,TotemWarriorPassiveReplace);SelectPassives(fb9ea4a2-a1ce-4242-a893-84a088ac1145,1,AspectOfTheBeast)
RemovePassives produces this error:
Error while dispatching event StatsLoaded: [string "SubclassCompatibilityFramework/CompatibilityS..."]:101: Property does not exist: resource::Progression::ReplacePassives - property does not exist stack traceback: [C++ Code]: in metamethod '__index' SubclassCompatibilityFramework/CompatibilitySupport/Queue.lua:101: in field 'Commit_SelectorRemoval' SubclassCompatibilityFramework/CompatibilitySupport/Queue.lua:134: in field 'CommitFeatsAndProgressions' SubclassCompatibilityFramework/CompatibilitySupport/Queue.lua:4: in field 'Commit' SubclassCompatibilityFramework/Init/_InitDefaults.lua:4: in function <SubclassCompatibilityFramework/Init/_InitDefaults.lua:1> [C++ Code]: in function 'xpcall' builtin://Libs/Event.lua:129: in method 'Throw' builtin://Libs/Event.lua:184: in function <builtin://Libs/Event.lua:183>
It is rather strange because they both share the same syntax. I have added a lot of traces and it seems that ReplacePassives needs UUID instead of ListUUID. However, while it doesn't produce an error, removal is not effective but it produces a strange behavior in game.
With both lines commented:![image](https://github.com/BG3-Community-Library-Team/BG3-Compatibility-Framework/assets/5340097/2d28eda1-5304-49c9-a46a-47926743c8c3)
ReplacePassives is Change Bestial Heart and SelectPassives is Animal Aspect.
With only removal of SelectPassives:![image](https://github.com/BG3-Community-Library-Team/BG3-Compatibility-Framework/assets/5340097/be974131-0d1b-40cd-99d1-54832575bf69)
It has correctly removed Animal Aspect but Change Bestial Heart is now titled as Class Passives. So it works, but it doesn't seem very clean with these side effects. If I comment SelectPassives and play only with RemovePassives paramters (UUID), I can eventually have an errorless code. But in game, I will still have my replace passive screen, but it will be titled as Class Passives.
It might be related to this issue: https://github.com/BG3-Community-Library-Team/BG3-Compatibility-Framework/issues/102
Removal code seems to overlap with other selectors, although I don't fully understand what can produce this side effect. And there is also this error about ReplacePassives. I have also tried with JSON format, but same issues.