I'm getting the following error when trying to get the ek_slot of the wielded shield using WSE versions 2.4.7-2.5.1:
(agent_get_wielded_item_slot_no, ":ek_slot", ":agent_no", 1),
WSE ERROR on operation agent_get_wielded_item_slot_no: hand_no is above maximum (0)
Also, I did more testing with the various terrain generator/scene_* operations. It may be I'm not using them as they are intended, but I can't quite get them to do anything.
A few things I observed: if I use scene_set_flags to strip out the sf_randomize flag from the various "random" scenes used in SP battles, whatever values I feed with things like scene_set_ruggedness or scene_set_hill_height still have no effect, though the scene does stop randomizing and whatever the last scene generated was continues to get re-used. If I strip out the sf_generate flag, too, then I am left floating in the skybox with no terrain what-so-ever.
(These test were completed with code injected into the script setup_random_scene, before the jump_to_scene operation.)
If there isn't an obvious way to get the scene_set_* commands working, another possibility might (?) be to have a way to get and set the scene hex "string" from module_scenes that contains all of the values, aside from the various seeds (or is that what that what these operations are already manipulating?).
(agent_get_wielded_item_slot_no, ":ek_slot", ":agent_no", 1),
WSE ERROR on operation agent_get_wielded_item_slot_no: hand_no is above maximum (0)
Also, I did more testing with the various terrain generator/scene_* operations. It may be I'm not using them as they are intended, but I can't quite get them to do anything.
A few things I observed: if I use scene_set_flags to strip out the sf_randomize flag from the various "random" scenes used in SP battles, whatever values I feed with things like scene_set_ruggedness or scene_set_hill_height still have no effect, though the scene does stop randomizing and whatever the last scene generated was continues to get re-used. If I strip out the sf_generate flag, too, then I am left floating in the skybox with no terrain what-so-ever.
(These test were completed with code injected into the script setup_random_scene, before the jump_to_scene operation.)
If there isn't an obvious way to get the scene_set_* commands working, another possibility might (?) be to have a way to get and set the scene hex "string" from module_scenes that contains all of the values, aside from the various seeds (or is that what that what these operations are already manipulating?).