Open binarynoise opened 2 years ago
this kind of thing is always a result of something else clobbering monster_primary.lua
and/or npc_primary.lua
; whoever does that needs to add the following lines to the end of the init function in their copy to restore compatibility with my stuff:
if root.hasTech("stardustlib:enable-extenders") then -- stardustlib shim
require "/sys/stardust/statusext.lua"
end
Getting a similar problem but from a different mod that has implemented the above fix, If I one shot the monster it dies just fine but becomes immortal if I don't.
Fix seems to have been added in this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2690363974 But with that mod installed, nothing changes about the below error.
[07:50:15.108] [Error] Exception while invoking lua function 'applyDamageRequest'. (LuaException) Error code 2, [string "/stats/bl3_shared/damageRequestSharedFunction..."]:124: attempt to index a function value (local 'elementalStat')
stack traceback:
[C]: in metamethod '__index'
[string "/stats/bl3_shared/damageRequestSharedFunction..."]:124: in global 'bl3numberParticle'
[string "/stats/monster_primary_bl3health.lua"]:70: in global 'monstercompatFU_damageRequest'
[string "/stats/monster_primary_FU_core.lua"]:25: in upvalue '_applyDamageRequest'
[string "/sys/stardust/statusext.lua"]:89: in function <[string "/sys/stardust/statusext.lua"]:70>
[0] 7ff6bebfa213 Star::captureStack
[1] 7ff6bebf8f9e Star::StarException::StarException
[2] 7ff6bebccfb1 Star::LuaEngine::handleError
[3] 7ff6beff1805 Star::LuaEngine::callFunction<Star::DamageRequest>
[4] 7ff6beff2966 Star::LuaFunction::invoke<Star::List<Star::DamageNotification,std::allocator<Star::DamageNotification> >,Star::DamageRequest>
[5] 7ff6beff2828 Star::LuaBaseComponent::invoke<Star::List<Star::DamageNotification,std::allocator<Star::DamageNotification> >,Star::DamageRequest const & __ptr64>
[6] 7ff6beffd208 Star::StatusController::applyDamageRequest
[7] 7ff6bedd6b7a Star::Monster::applyDamage
[8] 7ff6becf3ae8 Star::DamageManager::pushRemoteDamageRequest
[9] 7ff6bf184cf1 Star::WorldServer::handleIncomingPackets
[10] 7ff6bf199f7b Star::WorldServerThread::update
[11] 7ff6bf199a8b Star::WorldServerThread::run
[12] 7ff6bebf6d9e Star::ThreadImpl::runThread
[13] 7ffb60b27034 BaseThreadInitThunk
[14] 7ffb60da2651 RtlUserThreadStart
Discovered the issue solely exists in their damage number display code, turning off that function in-game fixes the problem.
When I've hit a monster with the rifle, It doesn't do any damage and I can't do damage with other weapons afterwards. I found this in the logs: