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gobcog's Introduction

Adventure

In this RPG cog originally by locastan - TrustyJAID, Draper, and myself have crafted a fun idle game you can play with the members of your servers.

>>> This branch is compatible with Red 3.5, and not 3.4.x <<<

If you need a Red 3.4 version of this cog, see here.

Basic Usage

[p] in this readme represents your bot's command prefix. Whenever you see a command in this guide, you can receive more detailed help by using [p]help with the command name.

To start an adventure, use [p]adventure or [p]a. Reactions will appear underneath the text of the adventure randomly selected for your group. Use 🗡 to attack the monster, ✨ to use magic on the monster, 🗨 to talk with the monster, 🛐 to pray to the god Herbert (customizable). The more people helping the easier it is to defeat the monster and acquire its loot.

Hero/Heroclass

Classes can be chosen at level 10 by using [p]heroclass. Available classes are Tinkerer, Berserker, Wizard, Cleric, Ranger and Bard. A prestige class called Psychic is available at Rebirth level 20 (more on the rebirthing system below).

Main Stats: Attack (ATT/ATK), Charisma/Diplomacy (CHA/DIPL), Intelligence (INT)
Minor Stats: Dexterity (DEX), Luck (LUCK/LUK)

While each class has a main stat that benefits them more than others, Dexterity and Luck benefit every class. Dexterity can lessen your repair bills after a failed adventure and help your hero get critical hits, while luck can benefit the outcome of special attacks, reduce cooldown times, augment critical strikes, affect loot chest outcomes, and reduce the price of items.

Tinkerers can forge two different items into a device bound to their very soul.
Special ability: Use the [p]forge command.

  • Forge together two items in your backpack to potentially make an incredibly powerful random item.
    Preferred stat: INT
    At 30 rebirths, Tinkerers can forge Ascended-level items.

Berserkers have the option to rage and add big bonuses to attacks, but fumbles hurt.
Use the [p]rage command when attacking in an adventure.

  • Causes a large amount of ATK-based/Physical-based damage.
    Preferred stat: ATK
    Rebirths provide not only a base bonus to attacks as Berserkers grow stronger, but they augment critical strike chance and attack value.

Clerics can bless the entire group when praying.
Use the [p]bless command when fighting in an adventure.

  • Bless your groups' damage by invoking your deity. The more people that are participating, the harder the deity smites their foes... if they choose to help.
    Preferred stat: INT
    Every 15 rebirths a Cleric recieves another +1 to their successful prayer damage multiplier.

Rangers can gain a special pet, which can find items and give reward bonuses.
Use the [p]pet command to try to catch a pet companion. Pet catching can be spammy, so [p]pet can be run in DMs.
[p]pet forage sends a pet to search for items, and [p]pet free will free your companion in case you wish to try your hand at capturing something that brings in more gold and loot from fights.

  • Catch one of over 900 randomly-generated pets in search of the legendary beasts rumored to exist...
    Preferred stat: CHA for charming pet companions and enemies, or ATK for pure damage

Wizards have the option to focus and add large bonuses to their magic, but their focus can sometimes go astray...
Use the [p]focus command when attacking in an adventure.

  • Causes a large amount of Int-based/Magic-based damage.
    Preferred stat: INT

Bards can perform to aid their comrades in diplomacy.
Use the [p]music command when being diplomatic in an adventure.

  • Buffs other Charisma-using players when attacking.
    Preferred stat: CHA
    Rebirth levels can buff the base value of the bard's attack.

Psychics can show the enemy's weaknesses to their group allowing them to target the monster's weak-points.
Use the [p]insight command in an adventure.

  • A successful insight into an enemy's weak points during an adventure can turn the tide on difficult encounters.
    Preferred stat: INT

Basic Commands for Players

[p]adventure or [p]a

  • Start an adventure

[p]stats

  • See your stats, or the stats of another user.

[p]backpack

  • Check the backpack. Use [p]ebackpack to only show items that you can equip at that time. Use [p]cbackpack for complex argparse-based backpack management - see [p]help cbackpack to see how to use this command.
  • Use [p]help backpack to see a list of useful backpack management subcommands, including player item trading.

[p]equip / [p]unequip

  • Equip/Unequip items by using the item name with the command

[p]negaverse or [p]nv

  • Try your luck in combat vs. a shadowy apparition from the void for a chance at XP... or a chance of your items and gold being taken from you instead.

[p]loot

  • Shows the count of your precious loot chests. From there, multiple chests of the same type can be opened at once, e.g. [p]loot epic 5 will loot 5 epic chests at once and display the contents. Opening loot chests one by one will display a comparison to what the hero has equipped at that point in time.

[p]convert

  • Available after Rebirth level 2
  • Convert 25 loot chests to the next highest rarity. Only available up to Legendary.

[p]rebirth

  • Players progress through a rebirth prestige leveling system alongside regular player levels. For every rebirth, the level cap is increased. Players will need to watch their level cap on the [p]stats output and rebirth when needed - hitting level cap during an adventure will also alert the player at the end during the loot recap.
  • On a rebirth, a server admin or bot-owner settable percentage of gold is taken from the player (default at 90%).
  • Legendary and Ascended items have a quality called Durability/Degrade Level (DEG) that is reduced by 1 every time a rebirth occurs. When this number hits 0, they are destroyed on rebirth.
  • Set items never degrade.
  • Normal, rare, and epic items are destroyed by the chaotic powers of rebirth.
  • In return, rebirthing gives higher base stats and a higher max level, an adventure dice increase at rebirth 15 and 30, and the ability to have a clearer picture of incoming monsters during Hard Mode adventures.

[p]skill

  • When players level, they acquire skill points that they can use in improving one of the main stats (ATK, CHA, INT). These numbers are reset on a rebirth, but as players level in the rebirth level system, they will keep an increasingly larger amount of the base when they rebirth again.

More Advanced Commands for Players

[p]backpack disassemble

Monsters, Adventures, and the Numbers

When an adventure is over, an output of the outcome is displayed. Sometimes the numbers won't seem to match up - why did that owlspider resist your 1,000 magic damage that you threw at it - and the output says 680 damage instead? Each monster has a resistance table where they could be resistant to magic like in this example, and it mitigated a good chunk of the attack. Having a balanced group across all classes is where adventure really shines - physical and magical damage is combined in adventures, and charisma stands alone in its persuading power to turn the fight around without fighting. Successful prayers by clerics over large groups augment damage of both damage types. If a group defeats an adventure on "both sides" of the damage (both physical+magical and diplomacy) the rewards are greater for the whole group.

Items

Items can be looted from loot chests received from a successful adventure or bought from a Trader Cart that appears in chat.

Going from least to most powerful, generally the progression is normal < rare < epic < Legendary < Ascended < Set. Forged items are a Tinker's specialty. Event items can be created by a bot owner as a special reward to hand out to specific users for bot events or other incentive-based rewards.

{Event:''Event items look like this''}
{.:'Forged items look like this':.}
{Set:''Set items look like this''}
{Ascended:''Ascended items look like this''}
{Legendary:'Legendary items look like this'}
[epic items look like this]
.rare_items_look_like_this
normal items look like this

[p]setinfo displays information about gear sets and their bonuses.

Set items have a stacking set bonus. For example, if one set has 9 pieces, and [p]setinfo shows that it has a bonus at 3 pieces equipped, 6 pieces equipped, and 9 pieces equipped, all three of those bonuses will be applied if the player has all 9 pieces equipped.

Advanced Adventure for Admins/Bot Owners

Read [p]adventureset and familiarize yourself with the subcommands available in that command. A few of the commands are highlighted below as they offer options that affect the whole game and also the bot itself.

The bot owner can spawn specific adventure monsters that are in the theme list by using [p]adventure with the name of the monster.

Easy Mode vs Hard Mode

[p]adventureset easymode

  • Users gain more XP per adventure if Hard Mode is used
  • Hard Mode randomly obscures details about the monster the group is fighting
  • The Psychic prestige heroclass is intended to be leveraged against Hard Mode by revealing critical details about how to defeat the monster

Daily bonuses

[p]adventureset dailybonus

Certain days of the week receive certain bonuses for XP and gold which is configurable.

Adventure Gold vs. Red Economy credits

[p]adventureset sepcurrency

Adventure gold is the default currency of adventure, which is separate from Red credits. This gold currency can provide an opportunity for users to have fun collecting it aside from Red credits in other games or cogs. Cogs can be written to leverage adventure gold, so there are infinite possibilities on how to best use this extra currency for your bot. If you want a unified currency, or if you aren't interested in another currency for your users, it can be toggled off.

Adventure is a global (bot-wide) game in the idea that users use the same character across all servers the bot can see, but there are some things that provide different outcomes based on whether the bot is set to a global or server-based economy. For example with rebirth cost, if the Red bank/economy is in server-based mode, each server will be able to set their rebirth cost while if it is in global mode, only the bot owner will be able to use the command. In server-based mode, authorized users have either a bot Admin role (check [p]set showsettings to display Admin roles on Red), or they have the Manage Guild permission.

Make Your Own Adventure Theme

[p]adventureset theme

Copy the default folder in <datapath>/cogs/CogManager/adventure/data/ to the cog's data directory in <datapath>/cogs/Adventure/ and name it a one word folder name. Make your changes to the files while making sure to validate them with a site like https://jsonformatter.curiousconcept.com/. Load your new theme with [p]adventureset theme <folder_name>.

The Trader Cart System

[p]adventureset cart <#channel>

Sometimes a traveling merchant cart will roll past offering new items for adventurers to buy or loot chests to purchase. Admins/Bot owners must set this cart channel first before carts will appear. Carts have roughly a 3h return time, but this is also configurable.

Adventure Alerts

If you want your users to be able to sign up for pings when specific monster types/potential boss monsters appear, install adventurealert by TrustyJAID (https://github.com/TrustyJAID/Trusty-cogs).

gobcog's People

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gobcog's Issues

XP-Gain of Ranger way too high

I know that experience gain depends on many things like rebirths, stats etc.
But I don't think the xp-boost from ranger pets should be THAT high.
My friend just rebirthed and got 38000xp with a pet (with 36% bonus) from a fight where I (1 less rebirth, much higher stats, bard) got just 24000xp. I don't this that's normal...

[p]heroclass issues

  1. triggers cooldown when you in adventure (The class hall is back in town.)
  2. Attempt to change class to nonexistent via heroclass <non-existing-class> info withdraws money without doing anything:
    1. try to use [p]heroclass IDONTEXIST
    2. bot says Idontexist may be a class somewhere, but not on my watch., which makes sense
    3. try to use [p]heroclass IDONTEXIST info
    4. you can pay for class changing, but does nothing
  3. heroclass withdraws money for any operation, including fail:
    1. Try to change class with lvl<10
    2. Bot shows menu This will cost %amount%%currency%. Do you want to continue, %name%
    3. Click ✅ emoji: money taken, but class not changed, bot says %name%, you need to be at least level 10 to choose a class.

Add short wait to cart

The cart (seems to) show up after a certain amount of time and a random check both pass on_message, however it sends with the message sent that triggers it. I propose a short asyncio.sleep() be added to not hide the message said or spam chat when someone just says something and to make the message seem a little more natural than it currently does.

Loot chest decay

Add a goblin or some sort of random, interactive attack where people have to click a reaction or other interaction to defend their loot chests that they are holding onto, or some will be taken. Dissuades people from holding chests as a currency sink or other safeguard against currency being removed/players not being docked appropriate amounts of credits.

Global bank exploit

Currently, if global bank is enabled, [p]give acts like exploit for admins of guilds, as they can use [p]give funds to acquire credits.

Pet Taming problems

So I've noticed that pets are extremely hard to tame, which I had attributed to the fact that were so many total and my charisma stat (still called diplomacy some places for whatever reason) was low.

Well I was testing this morning, with 211 charisma... Which according to the data json file for pets should be enough to tame more than half of the entire list of pets (almost) and still noticed I was failing to tame things such as a Desert Armadillo for example, which the json says requires 15 Cha.

This isn't making a whole lot of sense, am I missing something?
Screenshot_20200209-140818

[Suggestion] [p]adventurestats command

Add an adventurestats command or similar, with almost the same function as audio's [p]audiostats. Basically, show current active adventures and corresponding servers with time to end.

This could be useful for bot restarts/cog reload without bothering anyone in active adventure.

Set bonuses overwrite stats - nonissue, statmultiplier set to 0

Equipped both items of Badass Bop set, all of my item stats got Zeroed out.
bop
If only equipping one part from the set, my other stats are normal:
bop2

Verified it happened with no other gear:
bop4

Looking at the Set item page, it looks like the Badass Bop set has a set bonus of all 0's, perhaps it is overwriting stats instead of adding those to existing?

"{Gear_Set:'Shiny Dragonplate Gauntlets'}": {"slot": ["gloves"], "set": "Badass Bop", "parts": 2, "cha": 1, "int": 4, "dex": 12, "luck": 1, "bonus": {"att": 0, "cha": 0, "int": 0, "dex": 0, "luck": 0, "statmult": 0, "xpmult": 0, "cpmult": 0}},
"{Gear_Set:'Shiny Dragonplate Sling'}": {"slot": ["left"], "set": "Badass Bop", "parts": 2, "att": 20, "dex": 8, "luck": -39, "bonus": {"att": 0, "cha": 0, "int": 0, "dex": 0, "luck": 0, "statmult": 0, "xpmult": 0, "cpmult": 0}}

Rebirth 15+ heroes can't trigger an adventure

devrebirth

I noticed this with a few users who finally hit Rebirth 15. Then I tested it out for myself using devrebirth. Users rb15+ can no longer use the =adventure command when they reach that rebirth level. Doesn't trigger any errors in the bot too.

EDIT: I went back to default theme and it finally worked, though it pulled an Ascended monster (which I hadn't made yet for my custom theme).

New features and ideas

This Issue will be for new ideas and features to maybe add to the cog. Please leave comments here for ideas or suggestions. For issues with the code make a separate issue.

  • End of game HP display (show total groups' hit vs mob points, for both str and cha)
  • Allow backpack to hold more than one of each item
  • Player race with permanent bonus that scales with level
  • Expanded loot options beyond epic with stats based on player level and randomly generated names #23
  • Better selling price for gear with higher diplo Changed to luck in #23
  • Display old gear alongside new gear when received #23
  • New skill attributes on new gear for agility and luck where agility reduces chance of fumble and luck increases reward payout and crit chance #23
  • Have monsters with more modifiers and include forms of level based modifiers for monsters possibly based on group total level. #23
  • Create more minibosses like the basilisk and add more requirements than just items in a specific slot. (e.g. Three headed Hydra should require at least 3 members one for each of the three heads)

Ranger bonus check failing if initial heroclass

Noticed a trend in not triggering pet bonus when attacking. Granted it's rand/probability based, but sample size was enough to take notice.

I believe the issue is with this conditional of the check:
https://github.com/aikaterna/gobcog/blob/master/adventure/adventure.py#L3033

If your first/initial heroclass is set to Ranger, the "ability" boolean is never accurately set to True, and said class has no methods that modify the boolean.

If you've swapped from another class, "ability" appears to be properly reset in the transition methods

Ranger issues

Nothing too important but something that's probably not intended...

While participating in a fight rangers can still forage.

Screenshot_20200203-161754

Add command(s) for adding Monsters/Bosses/Items/etc

There should be a command or set of commands for adding entries into the json files for the theme you have selected permanently (I specify only because you can generate items but they are unique). I have over 200 people messing with this cog, and many submit new stuff for me to add to the theme all the time and it's a lot to constantly have to manually add this data.

(possibly with the ability to allow certain users via their ID to do this)

This would allow for rapid growth of custom themes, and also get people very involved with the bot. Just a thought...

Feedback Received for update... And my expe

  • Level reqs are a tad off. Need to be adjusted otherwise starting is almost impossible.
  • For example: Normal Chests will give items with 0, 0, 0 , 0, 0 stats that require level 6-10... yet are useless... And then also will give a blue item, that has 0, 0, 2, 2, 0 or similar and requires level 22-29. (umm what?)
    2020-01-25 16_48_28-#general•chat - Discord
    There is no middle ground.
  • The only thing that Useless items could possibly be even in the game for would be to sell for $$$, however nearly all of them sell for 0... and even some of the blues requiring level 25-30 sell for 0.
    2020-01-25 16_47_46-#general•chat - Discord
    2020-01-25 16_52_17-#general•chat - Discord
    2020-01-25 16_52_00-#general•chat - Discord

Change 'Attack' into a Proper Attribute

Wouldn't it be better/make more sense to use strength instead of attack? It's a little confusing for new adventurers it seems. Not that hard to understand the more you play of course, but still. It's also not an attribute, while using charisma and intelligence for diplomacy and magic, also makes 'attack' a bit out of place IMO. str would fit perfectly for this. I even see some trying to skill str(ength) instead of attack sometimes.

Item Classification / Naming rather pointless

From every game I've played within the rpg genre that has items of various quality-the names of the items mean something. While it's possible you meant it to be this way... Currently the names mean nothing.

Legendary: Godly cloth hat (0, 0, 0, 2 , 1)
Stuff like that. Monsters follow the same pattern as do pets.
The whole feel seems a bit rushed and the names just make it sound odd. I'll post screen shots following this.

Players can end up in more than one action group if reactions are spammed

Something to do with being rate limited I guess? Probably need to remove dupes when generating the results.

Todd Burgundy's prayer called upon the mighty Asian Andy to help you. (+60:dagger:/+0:speech_left:)
NitroDubbbz's prayers went unanswered.
Attack Party: | AnonymousChris: 🎲(18) +🗡️44 | | Not Lakey. 🔪: 🎲(6) +💥:anger_right:️15 +🗡️30 | | Todd Burgundy: 🎲(18) +💥:anger_right:️14 +🗡️50 | | NitroDubbbz: 🎲(9) +💥:anger_right:️12 +🗡️61 | | 😌 (Lil Humble): 🎲(17) +💥:anger_right:️12 +🗡️33 | | XXX: 🎲(6) +🗡️52 |

Bot doesn't always display Attack Party

It occurred a few times as far as I've noticed, usually you see something like this:

image

But randomly, this also is being displayed:

image

Unsure as to why exactly.

Trader exploit

As it stands, if a high luck character buys an item en masse from the trader and sells it right back, they make a profit off of it. Sometimes a major profit.

For each trader that comes along, a high luck character can end up multiplying their currency several times over. Sometimes to ridiculous levels.

Unequip <slot> cmd throws error when empty

If you use [p]unequip head, for example and you have nothing on in the head slot, it will throw an error:

 Traceback (most recent call last):
  File "/root/.local/share/catv3/lib/python3.7/site-packages/discord/ext/commands/core.py", line 63, in wrapped
    ret = await coro(*args, **kwargs)
  File "/root/.local/share/Red-DiscordBot/cogs/CogManager/cogs/adventure/adventure.py", line 2687, in unequip
    await c._unequip_item(current_item)
  File "/root/.local/share/Red-DiscordBot/cogs/CogManager/cogs/adventure/charsheet.py", line 570, in _unequip_item
    if item.name in self.backpack:
AttributeError: 'NoneType' object has no attribute 'name'

The above exception was the direct cause of the following exception:

Traceback (most recent call last):
  File "/root/.local/share/catv3/lib/python3.7/site-packages/discord/ext/commands/bot.py", line 860, in invoke
    await ctx.command.invoke(ctx)
  File "/root/.local/share/catv3/lib/python3.7/site-packages/discord/ext/commands/core.py", line 698, in invoke
    await injected(*ctx.args, **ctx.kwargs)
  File "/root/.local/share/catv3/lib/python3.7/site-packages/discord/ext/commands/core.py", line 72, in wrapped
    raise CommandInvokeError(exc) from exc
discord.ext.commands.errors.CommandInvokeError: Command raised an exception: AttributeError: 'NoneType' object has no attribute 'name'

Loot commands seem to freeze the bot

Sometimes the loot command while opening a box will cause the bot to "hang", it will still be responsive but the loot command will not show the output and the bot will continue typing. Running the loot command again will open the box as expected but the bot continues to type. Reloading the cog will not get rid of the typing indicator and the bot has to be restarted to make it go away.

Possible for `sellall except` and `sellall slot` command?

Would it be possible to make a sellall except item and a sellall slot command
sellall except item so we could keep one item (like the miniboss weapon) in our backpacks without having to sell items one by one? Can get quite consuming when looting a bunch of chests

sellall slot so we could just sell a particular item slot in our backpack?

Not sure how much work these would entail but thank you for considering! :)

trying to use backpack sell, or backpack sell all fails in DMs

When using backpack sell and or sellall in dms the command errors out with the following traceback

Traceback (most recent call last):
  File "/home/kstjohn_kstj_us/venv/lib/python3.7/site-packages/discord/ext/commands/core.py", line 79, in wrapped
    ret = await coro(*args, **kwargs)
  File "/home/kstjohn_kstj_us/.local/share/Red-DiscordBot/cogs/CogManager/cogs/adventure/adventure.py", line 478, in backpack_sell
    await bank.deposit_credits(ctx.author, price)
  File "/home/kstjohn_kstj_us/venv/lib/python3.7/site-packages/redbot/core/bank.py", line 303, in deposit_credits
    return await set_balance(member, amount + bal)
  File "/home/kstjohn_kstj_us/venv/lib/python3.7/site-packages/redbot/core/bank.py", line 199, in set_balance
    max_bal = await get_max_balance(member.guild)
AttributeError: 'User' object has no attribute 'guild'

The above exception was the direct cause of the following exception:

Traceback (most recent call last):
  File "/home/kstjohn_kstj_us/venv/lib/python3.7/site-packages/discord/ext/commands/bot.py", line 863, in invoke
    await ctx.command.invoke(ctx)
  File "/home/kstjohn_kstj_us/venv/lib/python3.7/site-packages/redbot/core/commands/commands.py", line 570, in invoke
    await super().invoke(ctx)
  File "/home/kstjohn_kstj_us/venv/lib/python3.7/site-packages/discord/ext/commands/core.py", line 1158, in invoke
    await ctx.invoked_subcommand.invoke(ctx)
  File "/home/kstjohn_kstj_us/venv/lib/python3.7/site-packages/discord/ext/commands/core.py", line 728, in invoke
    await injected(*ctx.args, **ctx.kwargs)
  File "/home/kstjohn_kstj_us/venv/lib/python3.7/site-packages/discord/ext/commands/core.py", line 88, in wrapped
    raise CommandInvokeError(exc) from exc
discord.ext.commands.errors.CommandInvokeError: Command raised an exception: AttributeError: 'User' object has no attribute 'guild

Backpack help command

Currently when you do [p]help backpack you see this output
image

But that help command for trading is wrong, cus then you do [p]backpack trade you see this output
image

Which is the proper syntax for trading an item between players. Just an opening the issue so that the help can be fixed to represent the proper order of the command

Deleting adventure msgs + adventure lock

When an adventure message is deleted the lock on the adventure is never lifted, so any subsequent adventure command just tells the users that there's already an existing adventure game.

Allow backpack to specify certain slots

Allow [p]backpack to specify certain slots for easier navigation of a lot of equipment.

For example [p]backpack head will list only items that can be equipped in the head slot.

IndexError: list index out of range

This happens once in a while and after this error occurs, bot keeps saying "There's already another adventure going on in this server." and new adventure only happens if I manually reload the cog.

Feb 04 01:55:40 ec2 redbot[22606]: [2020-02-04 01:55:40] [ERROR] red.cogs.adventure: Something went wrong controlling the game
Feb 04 01:55:40 ec2 redbot[22606]: Traceback (most recent call last):
Feb 04 01:55:40 ec2 redbot[22606]:   File "/home/ubuntu/v3/v3/cogs/CogManager/cogs/adventure/adventure.py", line 3408, in _adventure
Feb 04 01:55:40 ec2 redbot[22606]:     reward, participants = await self._simple(ctx, adventure_msg, challenge)
Feb 04 01:55:40 ec2 redbot[22606]:   File "/home/ubuntu/v3/v3/cogs/CogManager/cogs/adventure/adventure.py", line 3531, in _simple
Feb 04 01:55:40 ec2 redbot[22606]:     await self._choice(ctx, adventure_msg)
Feb 04 01:55:40 ec2 redbot[22606]:   File "/home/ubuntu/v3/v3/cogs/CogManager/cogs/adventure/adventure.py", line 3649, in _choice
Feb 04 01:55:40 ec2 redbot[22606]:     return await self._result(ctx, adventure_msg)
Feb 04 01:55:40 ec2 redbot[22606]:   File "/home/ubuntu/v3/v3/cogs/CogManager/cogs/adventure/adventure.py", line 4147, in _result
Feb 04 01:55:40 ec2 redbot[22606]:     text += await self._reward(
Feb 04 01:55:40 ec2 redbot[22606]:   File "/home/ubuntu/v3/v3/cogs/CogManager/cogs/adventure/adventure.py", line 5397, in _reward
Feb 04 01:55:40 ec2 redbot[22606]:     chest_type = types[special.index(1)]
Feb 04 01:55:40 ec2 redbot[22606]: IndexError: list index out of range

[Suggestion] [p]equip auto <stat>

Suggestion is to add command that will equip all possible best equipment with selected stat (ATT/CHA/INT/DEX/LUCK).

Because i too lazy to equip all things after loot one-by-one

Loot command shows incorrect stats for 2-handed weapons

Reproduction:

  1. equip a 2-handed weapon
  2. loot chests one by one until you find any weapon or offhand

Issue
This may be hugely misleading, as a player might for example expect their new one handed katana with 20 ATT to be more useful than their 2-handed greatsword showing as 15 ATT, while the actual stat the greatsword provides is 30 ATT when equipped.

image
image

Loadout show returns an error

loadout show

Loadout show returns this error. Something about the charsheet? As well as one that happens whenever I load adventure.

`[p]forge` throws errors when trying to choose item

Traceback:

Exception in command 'forge'
Traceback (most recent call last):
  File "/home/ubuntu/red-venv/lib/python3.7/site-packages/discord/ext/commands/core.py", line 63, in wrapped
    ret = await coro(*args, **kwargs)
  File "/home/ubuntu/red-data/cogs/CogManager/cogs/adventure/adventure.py", line 1228, in forge
    if item.rarity == "forgeable":
AttributeError: 'NoneType' object has no attribute 'rarity'

The above exception was the direct cause of the following exception:

Traceback (most recent call last):
  File "/home/ubuntu/red-venv/lib/python3.7/site-packages/discord/ext/commands/bot.py", line 860, in invoke
    await ctx.command.invoke(ctx)
  File "/home/ubuntu/red-venv/lib/python3.7/site-packages/discord/ext/commands/core.py", line 698, in invoke
    await injected(*ctx.args, **ctx.kwargs)
  File "/home/ubuntu/red-venv/lib/python3.7/site-packages/discord/ext/commands/core.py", line 72, in wrapped
    raise CommandInvokeError(exc) from exc
discord.ext.commands.errors.CommandInvokeError: Command raised an exception: AttributeError: 'NoneType' object has no attribute 'rarity'

Old Tinkerer Items converted to normal items?

Probably just a one-time only issue but I feel like sharing it anyway, so it doesn't happen again.
IMG_20200218_153022

Hoooo...ly = tinkerer item before new release.
Asdf = new tinkerer item, because the old one was converted to a normal one.

Update to weapons removed all currently owned set weapons

With the update to the weapons, all the weapons which were previously set weapons have now changed into normal weapons.

So, for example, my {Gear_Set: Masterwork Ebony Wand} and {Gear_Set: Elven Mithril Dagger} have both been changed to normal items.

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