Library of Lost Mysteries

Where bugs go to lie down and rest

Moderator: Moderator

Post Reply
Message
Author
Viebator
Posts: 2
Joined: Fri Jan 11, 2013 1:38 pm

Library of Lost Mysteries

#1 Post by Viebator »

Maybe I just do not understand how it should work, but Library of Lost Mysteries after clicking shows only lore known to the current character. Without the lib, the Necro unlock seems impossible to me.

evouga
Wyrmic
Posts: 231
Joined: Tue Jul 06, 2010 1:03 am

Re: Library of Lost Mysteries

#2 Post by evouga »

+1

The library is broken in 1.0. It's a known bug.

aardvark
Wyrmic
Posts: 200
Joined: Wed Aug 22, 2012 12:16 am

Re: Library of Lost Mysteries

#3 Post by aardvark »

All right, I traced this one down. The culprit is registerLoreFound() in PlayerStats.lua and line 97 of PartyLore.lua:

Code: Select all

	if learnt and not self.additional_lore[lore] and self.registerLoreFound then self:registerLoreFound(lore) end
When lore was moved from the player to the party, this line didn't get changed. The function in question isn't in self anymore, but rather game.player:

Code: Select all

Index: game/modules/tome/class/interface/PartyLore.lua
===================================================================
--- game/modules/tome/class/interface/PartyLore.lua	(revision 6365)
+++ game/modules/tome/class/interface/PartyLore.lua	(working copy)
@@ -94,12 +94,12 @@
 	end
 
 	self.lore_known[lore] = true
-	if learnt and not self.additional_lore[lore] and self.registerLoreFound then self:registerLoreFound(lore) end
+	if learnt and not self.additional_lore[lore] then game.player:registerLoreFound(lore) end
 	print("[LORE] learnt", lore)
 	if learnt then if l.on_learn then l.on_learn(self:findMember{main=true}) end end
 
-	if self.runStop and not nostop then
-		self:runStop("learnt lore")
-		self:restStop("learnt lore")
+	if game.player.runStop and not nostop then
+		game.player:runStop("learnt lore")
+		game.player:restStop("learnt lore")
 	end
 end
Ironically, the extra check for the existence of the function caused it to fail silently rather than puke an error. This patch removes that unnecessary check as well as saving the lore to the library.

Edit: Just to clarify, the problem isn't getting lore out of the library. The problem is that the lore isn't getting saved to the library in the first place.

Edit 2: Added fixes to make the player stop auto-exploring when new lore is found. Same oversight.
I've posted an addon that fixes the problems (I hope).
Attachments
library-fix.txt
Lore library bug patch
(876 Bytes) Downloaded 202 times

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: Library of Lost Mysteries

#4 Post by darkgod »

fixed, thanks!
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

omero
Higher
Posts: 60
Joined: Thu Feb 07, 2013 12:42 pm

Re: Library of Lost Mysteries

#5 Post by omero »

Hello!

I downloaded the addon, made sure it activated ok and afterward, I managed to take 3 different characters inside the fortress, at least one of which was created after activating the addon.
All of them only have the lore they found individually... I understood the library is supposed to show up all the lore collected by all the characters. Am I missing something?

aardvark
Wyrmic
Posts: 200
Joined: Wed Aug 22, 2012 12:16 am

Re: Library of Lost Mysteries

#6 Post by aardvark »

Characters have to be created with the addon active to use it. You can see which addons a character is using on the load screen:
addons.jpg
addons.jpg (41.59 KiB) Viewed 4715 times
If lib-fix appears on the list, then the character is using it.

The addon makes it so that lore found with a given character is saved to the library. Any character, addon or not, loads all the lore from the library. Characters not using the addon just never add the lore they find to it. It won't make lore found with non-addon characters appear because their found lore isn't in the library. If only one character was made post-addon, then only that character's lore is in the library.

omero
Higher
Posts: 60
Joined: Thu Feb 07, 2013 12:42 pm

Re: Library of Lost Mysteries

#7 Post by omero »

aardvark wrote:Characters have to be created with the addon active to use it. You can see which addons a character is using on the load screen
Ahh! That explains everything!
I was 100% sure the addon was active for at least 2 of my latest characters but evidence is there to prove me wrong and NONE of them had it.

Many thanks for the fix and clarifications :)

EDIT:
I suppose there's no way to reconnect the lore found by those earlier 'no addon' characters back to the 'universal' library, isn't it?

aardvark
Wyrmic
Posts: 200
Joined: Wed Aug 22, 2012 12:16 am

Re: Library of Lost Mysteries

#8 Post by aardvark »

omero wrote:I suppose there's no way to reconnect the lore found by those earlier 'no addon' characters back to the 'universal' library, isn't it?
I would say not. Unless you cheat it into the library with the Lua console. I have no idea if that would taint all future online characters, though.

omero
Higher
Posts: 60
Joined: Thu Feb 07, 2013 12:42 pm

Re: Library of Lost Mysteries

#9 Post by omero »

aardvark wrote:I would say not. Unless you cheat it into the library with the Lua console. I have no idea if that would taint all future online characters, though.
I will not take that risk then ;)
Cheers!

Post Reply