No error indication when trying to add a character to the party before a campaign has selected, the UI simply doesnt respond.
City of Bywater (one-character party):
In Town: Moving to the start event tile that normally gives the scenario intro just throws "Invalid get index 'rug_dungeon_floor'
In Combat: Attempting to walk into a non-walkable space ends the character's turn prematurely
In Combat: Moving to far south causes error "Invalid get index '90'", this is running for 90 >= x >= 93 with a subloop of 44 >= y >= 75, this is in the is_map_tile_walkable_by_char function. This error is pretty much a game stopper with the debugger running.
In Town: the first 2x2 event block (outlined by pink) teleports you to the castle anthrax courtyard, moving east one step changes the cursor to a "2" (party assignment). I can only "assign" by clicking on the bar to the left of portraits, and the numerical indicators on the portraits do not clear properly nor are they centered or use the correct font and color.
In Loot screen: The selection outline does not clear after picking up an item. (Is there no item limit? IIRC the original limited characters to 30 items. I know this isn't intended to be a faithful reproduction, just noting here in the event this needs consideration.)
In Combat: On loading with the NPC ally, an error is thrown "Invalid Call. Nonexistent function 'add_pc_or_npc_ally_to_battle_map' in base 'Node (CombatState)'
Responses from Samuel included
the "rug dungeon floor" error is normal, it's from an old test i didnt remove, not a bug in the core.
The "assigning " by clicking the bars next to the portraits is just how I coded, I could change it.
Yea, i didnt up a max items limit (yet). the outline thing is def a bug i had ignored.
The NPC ally used to work, I must have broke it since. Maybe I had moved that function to anther script ?
The combat non-walk-able floor and invalid index 90 ones are definitely bugs
the add_pc_or_npc_ally_to_battle_map thing was just a typo
that out of bound index error happens outside of combat too....
I found the problem with is_map_tile_walkable_by_char , the problem was in GameGlobals.find_path, when it checked if the destination point has a creature on it (making it the target) i temporarily unblocks its position and the rest of the area it covers ... but it was checking the CombatButton's (the sprite) size, not the combat button's creature 's size in tiles
for y in range(who.creature.size.y) : used to have just who.size.y
the turn ending when you do an invalid action like walking into a wall during combat was a sort of crash-proof for buggy AI, the problem was the decide action state not checking if your input led to a possible action before transitioning to the animation state
fixed too
Issues I reported were as follows:
Campaign selection:
City of Bywater (one-character party):
Responses from Samuel included