[Mod] Specialties [3.5] [specialties]

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JPRuehmann
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by JPRuehmann » Fri Apr 04, 2014 14:02

Hello
I get the following error.

15:38:18: ERROR[main]: ========== ERROR FROM LUA ===========
15:38:18: ERROR[main]: Failed to load and run script from
15:38:18: ERROR[main]: /usr/local/share/minetest/mods/specialties/init.lua:
15:38:18: ERROR[main]: ...l/share/minetest/mods/specialties/externalmodify.lua:33: attempt to index local 'file' (a nil value)
15:38:18: ERROR[main]: stack traceback:
15:38:18: ERROR[main]: ...l/share/minetest/mods/specialties/externalmodify.lua:33: in main chunk
15:38:18: ERROR[main]: [C]: in function 'dofile'
15:38:18: ERROR[main]: /usr/local/share/minetest/mods/specialties/init.lua:5: in main chunk
15:38:18: ERROR[main]: ======= END OF ERROR FROM LUA ========
15:38:18: ERROR[main]: Server: Failed to load and run /usr/local/share/minetest/mods/specialties/init.lua
15:38:18: ERROR[main]: ERROR: An unhandled exception occurred: ModError: Failed to load and run /usr/local/share/minetest/mods/specialties/init.lua

I have tried the workaround with disabling drop_item
and the fix from saranas nothing works.

By the way could you add the mod to either /m modmenu or the unified_inventory?

Thanks,
JPR
 

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JPRuehmann
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Re: [Mod] Specialties [3.5] [specialties]

by JPRuehmann » Sun Apr 20, 2014 07:12

Since this thread seams dead.
just for Information and if there is anyone out there who can help.
Specialties is incompatible to the voltbuild mod,
https://forum.minetest.net/viewtopic.php?id=7118
It stops countin iv voltbuild is enabled.
Thanks,
JPR
 

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cHyper
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Re: [Mod] Specialties [3.5] [specialties]

by cHyper » Sun Apr 20, 2014 17:19

why does the back-button dont work?
 

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JPRuehmann
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Re: [Mod] Specialties [3.5] [specialties]

by JPRuehmann » Mon Apr 21, 2014 06:33

As I´ve stated,

===>It stops counting if voltbuild is enabled.<===

Thanks,
JPR
 

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JPRuehmann
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Re: [Mod] Specialties [3.5] [specialties]

by JPRuehmann » Fri Apr 25, 2014 10:41

Hello
with the new Version of Voltbuild everything works.
Thanks,
JPR
 

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JPRuehmann
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Re: [Mod] Specialties [3.5] [specialties]

by JPRuehmann » Fri Apr 25, 2014 12:08

Hello
Me again.
Local everything works fine
But if I try to use it on my Server the following error occurs.

14:02:30: ERROR[main]: ERROR: An unhandled exception occurred: /home/minetest/.minetest/mods/specialties/xp.lua:40: attempt to index local 'hudItem' (a nil value)
14:02:30: ERROR[main]: stack traceback:
14:02:30: ERROR[main]: /home/minetest/.minetest/mods/specialties/xp.lua:40: in function 'changeXP'
14:02:30: ERROR[main]: /home/minetest/.minetest/mods/specialties/init.lua:229: in function </home/minetest/.minetest/mods/specialties/init.lua:212>
14:02:30: ERROR[main]: (tail call): ?

anyone out there who could help?
Thanks,
JPR
 

tinoesroho
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Re: [Mod] Specialties [3.5] [specialties]

by tinoesroho » Fri Apr 25, 2014 15:35

Breaks in a different way on mine.
 

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JPRuehmann
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Re: [Mod] Specialties [3.5] [specialties]

by JPRuehmann » Fri Apr 25, 2014 18:18

Hello
Found the Problem and fixed it
Now it works like a charm.
At least for me. ;-)

Here is my changed xp.lua
in the init.lua I have changed only the tostr(num) to num.

Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
--File Manipulating
specialties.writeXP = function(name)
   local file = io.open(minetest.get_worldpath().."/"..name.."_XP", "w")
   for skill,num in pairs(specialties.players[name].skills) do
      file:write(skill.." "..tostring(num).."\n")
   end
   file:close()
end
specialties.readXP = function(name, specialty)
   local file = io.open(minetest.get_worldpath().."/"..name.."_XP", "r")
   if file == nil then
      specialties.writeXP(name)
      local empty = {}
      for skill,_ in pairs(specialties.skills) do
         empty[skill] = 0
      end
      return empty
   end
   local xp = {}
   local line = file:read("*l")
   while line ~= nil do
      local params = line:split(" ")
      xp[params[1]] = tonumber(params[2])
      line = file:read("*l")
   end
   file:close()
   return xp
end

--Table Modification
specialties.changeXP = function(name, specialty, amount)
   local current = specialties.players[name].skills[specialty]
   if current == nil then current = 0 end
   local newAmount = current+amount
   if newAmount >= 0 then
      specialties.players[name].skills[specialty] = newAmount
      local player = minetest.get_player_by_name(name)
      local id = specialties.players[name].hud[specialty]
      player:hud_change(id, "text", newAmount)
      return true
   else
      return false
   end
end

Have fun,
JPR
 

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Re: [Mod] Specialties [3.5] [specialties]

by Inocudom » Thu Nov 20, 2014 01:59

4aiman did make a fork of this mod, but it crashes with the following error:
Your phone or window isn't wide enough to display the code box. If it's a phone, try rotating it to landscape mode.
Code: Select all
20:21:43: ACTION[ServerThread]: Inocudom places node default:cobble at (-42,8,-8)
20:21:43: ERROR[main]: ServerError: caught (...)
20:21:43: ERROR[main]: stack traceback:
20:21:43: ERROR[main]:    [C]: in function 'get_meta'
20:21:43: ERROR[main]:    /home/derek/.minetest/mods/specialties/init.lua:281: in function </home/derek/.minetest/mods/specialties/init.lua:274>

The only exception to this is if the fork is in Magichet. Below is a link to the fork:
https://github.com/4aiman/specialties
 

keyxmakerx
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Re: [Mod] Specialties [3.5] [specialties]

by keyxmakerx » Fri Dec 12, 2014 14:28

So looks like this mod is dead? :(
 

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Re: [Mod] Specialties [3.5] [specialties]

by Minetestforfun » Fri Dec 12, 2014 16:02

if this mod is dead, it's too bad :(
 

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Don
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Re: [Mod] Specialties [3.5] [specialties]

by Don » Fri Dec 12, 2014 16:03

Its a great mod. I hope someone continues it
Many of my mods are now a part of Minetest-mods. A place where you know they are maintained!

A list of my mods can be found here
 

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Re: [Mod] Specialties [3.5] [specialties]

by Sokomine » Fri Dec 26, 2014 18:36

Don wrote:Its a great mod. I hope someone continues it

That's right! It didn't do terribly much; yet it felt right to have the mod enabled. It ran on Menches old server and worked pretty well there.

I think the mod ought to be combined with what RealTest and AdventureTest have. It would fit in there very well.
A list of my mods can be found here.
 

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Re: [Mod] Specialties [3.5] [specialties]

by Shammmmmm » Sat Dec 27, 2014 06:15

What is your texture pack?
You Can call me Sham
New mods incoming by me :)
 

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Re: [Mod] Specialties [3.5] [specialties]

by Napiophelios » Sat Dec 27, 2014 12:28

Shammmmmm wrote:What is your texture pack?


Its one of the Dokucraft packs I think.
 

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Re: [Mod] Specialties [3.5] [specialties]

by Shammmmmm » Sat Dec 27, 2014 15:47

Napiophelios wrote:
Shammmmmm wrote:What is your texture pack?


Its one of the Dokucraft packs I think.


Really ? the link sir XD
You Can call me Sham
New mods incoming by me :)
 

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Re: [Mod] Specialties [3.5] [specialties]

by Napiophelios » Sat Dec 27, 2014 16:29

Dokucraft For Minetest -- Inactive

download:
dark version http://www.mediafire.com/?rlvchy19h73mrt5
light version http://www.mediafire.com/?b1yomn283acf5zp

there is another variant by "Matt" but I cant look anymore right now
 

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