Warband Script Enhancer 2 (v1.1.2.0)

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Hi K700,
I found some new issues while using WSE2 with my mod "east1135".
...
3. bow damage is not stable, sometimes will cause massive damage
...
Bow damage is different because of missile_speed_bonus. Wich can apply 2 bonuses at a time. Your speed and enemy speed. Or it can apply 2 debaffs at one time. Your speed and enemy speed. Also engine treat proficiencies as damage bonus. 100% at 100 proficiency and 15% bonus for each 100 proficiency points. So at 500 pfroficiency and 10 power_draw you will get 100% + 14*10% + 4*15% = 300% damage. Apply to that speed bonus approximatelly 130-200% multiplicatively. And armors are a bit useless against pierce damage. In this game bows are overpowered. Maximum damage 500. I saw it many times.
 
Bow damage is different because of missile_speed_bonus. Wich can apply 2 bonuses at a time. Your speed and enemy speed. Or it can apply 2 debaffs at one time. Your speed and enemy speed. Also engine treat proficiencies as damage bonus. 100% at 100 proficiency and 15% bonus for each 100 proficiency points. So at 500 pfroficiency and 10 power_draw you will get 100% + 14*10% + 4*15% = 300% damage. Apply to that speed bonus approximatelly 130-200% multiplicatively. And armors are a bit useless against pierce damage. In this game bows are overpowered. Maximum damage 500. I saw it many times.
thanks for your explanation! I will continue to observe this issue as it occasionally occurs.
 
1.0.9.7
-Added CTRL+M hotkey for "Restore module data" option.
-Fixed display of symbol <.
-Fixed text color for checkbox.
-Fixed display extra text for parties.
-Fixed texture offset for oceans and rivers animation.
-Fixed combo button bugs.
-Fixed arguments order for game_missile_dives_into_water mapped script.
-Added overlay_enable, overlay_item_set_text operations.
-Extended start_map_conversation operation.


Thanks to Vetrogor for sponsoring development overlay_item_set_text and start_map_conversation operations.
 
hi k700,The initialization of lua will flash back if the code is buggy but no error is reported

For example, require() a file. If the file does not exist, it will blink back, but rgl_log will not report an error.

Hope to improve: rgl_log can report errors



15:44:55 - Loading quick strings...
15:44:55 - Loading item kinds...
15:44:55 - Loading conversations...
15:44:55 - Loading mission templates...
15:44:55 - Loading party templates...
15:44:55 - Loading actions...
15:44:55 - Initializing lua...
 
hi k700,I have a problem,I tried to reference the socket in lua but he started the server and crashed,But When I use ScitTe and Write these code, it could execute right.
This is the test video address

Files in the socket folder
QQ-20230528114849.png

This is the code
package.path = package.path .. ";" .. 'C:\\Program Files (x86)\\Lua\\5.1\\lua\\socket'
local socket = require("socket")
local http = require("socket.http")
local url = "http://127.0.0.1:5000"
local params = {
["param1"] = "value1",
["param2"] = "value2"
}

url = url .. "?" .. socket.urlencode(params)

response, status_code, headers, status_line = http.request(url)

if status_code == 200 then
print(response)
else
print("Error: HTTP status code " .. status_code)
end
 
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Check luaGuide.html

Sandbox
Changes include:
  • Disabled package.loadlib, package.cpath, io.popen. os.execute, os.getenv, os.tmpname, ffi library, loading bytecode (can be exploited)
  • Restrict dofile, loadfile and all IO operations to the lua directory
 
Python:
fld       = 4400 #(fld, <fp_register>, <value_fixed_point>), #Loads <value_fixed_point> into <fp_register>
Does wse2 engine use any TAG for <fp_register>?

Updated:
Python:
globals()['fp%d' % index] = index #fixed point registers (wse)
P.S. This is more appropriate
Python:
globals()['freg%d' % index] = index #fixed point registers (wse)
 
Last edited:
I do apologize if this has been answered in the last...60 or so pages but: I'm not much of a person for code. when you say endstrirngs for the code edit to a module's PostFX file precisely what Endstrings would i be looking for?

Module of interest: Gekokujo Daimyo Edition Reimagined if that info somehow helps.

Reason: Postprocessing blackscreen requiring the file edit. I have no idea what I'm looking for in this coding string for the post fx file.
 
I do apologize if this has been answered in the last...60 or so pages but: I'm not much of a person for code. when you say endstrirngs for the code edit to a module's PostFX file precisely what Endstrings would i be looking for?

Module of interest: Gekokujo Daimyo Edition Reimagined if that info somehow helps.

Reason: Postprocessing blackscreen requiring the file edit. I have no idea what I'm looking for in this coding string for the post fx file.
To the very end of the file on a new line
 
To the very end of the file on a new line
ok so i did do that (i think. im not particularly coding literate so i might be dumb.) however looking at the RGL.text log shows there's an intense amount of everyrthing not being correctly loaded. i am going to assume this means that this is more than a coding edit requirement.

Note It runs with WSE already as basically a requirement. but i don't think that would be causing this.
 
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