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JeanPaulLucien avatar JeanPaulLucien commented on July 18, 2024 1

If you wish, try my fork, where I tried to do that. Or wait for merge, or someone more experienced in JS fixes it.

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ensingm2 avatar ensingm2 commented on July 18, 2024 1

It's related to the OP in that the error triggers during a planet switch, breaking the normal js code flow so the re-enabling of the animation state doesn't trigger. The OP issue is a symptom of the issue posted by @gamingneeds (assuming it is the issue causing the problem).

EDIT: Possibly. I can't view code at the moment. I just know that given no errors, previous animation state should be maintained through planet-switches.

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Harest avatar Harest commented on July 18, 2024 1

My bad.
Related to my previous message, i think the easiest solution to solve the current issue would be to keep current_game_is_boss = false; in end_game and to add a refresh on current_game_start (current_game_start = new Date().getTime();) so checkUnlockGameState() would not be triggered for nothing, and call a check on planets / zones between a planet switch.
Edit : But this requires to solve #61.

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ensingm2 avatar ensingm2 commented on July 18, 2024

Could you give some more info here (browser used, if you're using tampermonkey or copy/pasting code, f your console is throwing errors, etc)? I know I added this feature when adding the ability to pause animations, and things seem to be working for me in both Chrome and Firefox.

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gamingneeds avatar gamingneeds commented on July 18, 2024

It's happening for me in Chrome, using the Console.

I'm getting this error frequently, not sure if it is directly related:
jquery-1.11.1.min.js?v=.isFTSRckeNhC:4 Uncaught TypeError: Cannot read property '0' of null at Object.success (<anonymous>:300:80) at j (jquery-1.11.1.min.js?v=.isFTSRckeNhC:2) at Object.fireWith [as resolveWith] (jquery-1.11.1.min.js?v=.isFTSRckeNhC:2) at x (jquery-1.11.1.min.js?v=.isFTSRckeNhC:4) at b (jquery-1.11.1.min.js?v=.isFTSRckeNhC:4) at Object.send (jquery-1.11.1.min.js?v=.isFTSRckeNhC:4) at Function.ajax (jquery-1.11.1.min.js?v=.isFTSRckeNhC:4) at INJECT_start_round (<anonymous>:279:5) at SwitchNextZone (<anonymous>:778:4) at CheckSwitchBetterPlanet (<anonymous>:816:4)

Hope this helps and thanks for this amazing script!

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ensingm2 avatar ensingm2 commented on July 18, 2024

Yeah, that helps a lot, thanks! I'll look into this tomorrow, though it may be a while (need to sleep before I have work in 7 hours, plus actual work day).

Note: Seems like maybe (this is a complete guess from just reading the error) there's a race condition in CheckSwitchBetterPlanet where sometimes it calls SwitchNextZone before the BattleSelectorMap is initialized, and it's trying to iterate through a null list of zones?

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Harest avatar Harest commented on July 18, 2024

Hum, maybe by removing current_game_is_boss = false; in the end_game function of INJECT_report_boss_damage() would solve the issue. I assume checkUnlockGameState() was called between the switch. It'd need some others edits though as checkUnlockGameState() would be instantly inoperent with this change alone (stopped at the first if).
This error should be in another issue btw as it's not related to the OP but thanks for reporting it anyway.

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gamingneeds avatar gamingneeds commented on July 18, 2024

A new error I received tonight:
Uncaught TypeError: Cannot read property 'destroy' of undefined at CPlanetSelectionState.Shutdown (game.js?v=DOBF9nI9sT2_&l=english:897) at CGame.Update (game.js?v=DOBF9nI9sT2_&l=english:108) at t.gApp.ticker.add [as fn] (game.js?v=DOBF9nI9sT2_&l=english:69) at t.emit (pixi.min.js?v=.tDHAybGykI1O:16) at t.update (pixi.min.js?v=.tDHAybGykI1O:16) at _tick (pixi.min.js?v=.tDHAybGykI1O:16)

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