I am getting line 12 error get active moon cycle error in the script after updated to SF6 update 1.0.11 I guess the script no longer able to read the current active moon phase.
yeah I noticed this last night before I went in to work logging in to mess with the Akuma stuff. I'll be taking a look at it later to see what's going on. It seems like they made some changes to the singletons... or renamed them. Hopefully its just renaming something to fix it all lol.
Thanks for fixing the mod. I installed the files in the proper place. I see the mini-map icon but it seems to only stay on "I" Was i not to put in all the mini-map pic folders?
I'm here for some news, whats are the plans to make this mod up again ? I saw the author message from 2 weeks ago after SF6 collab, and in 2 weeks we will have TU2, so what's the plan with that ?
1. I got it updated. Sorry for the delay. Just haven't had time to sit down and get it fixed.
2. TU1 didn't even effect this mod. Not really sure why the Akuma patch did. They just sort of changed directory tree around a bit. If it does, I'll get it fixed sooner lol.
Ive been checking here on the daily for an update but nothing yet. If youre looking for another way to track the mood cycle the "Facility Tracker" mod has one built in and some other QoL that you can disable if youre not interested in all that other stuff. Hope this helps while we all wait for patch to this.
Here's the diff between the original code and the modified code. You might be able to apply the changes using the patch command. This change was made based on the Nightflower Proper Bloom code. https://www.nexusmods.com/monsterhunterwilds/mods/2524
I deleted it because modifications were not permitted under Permissions and Credits. (This sentence was translated using machine translation.) --- 動作するように変更したコードともとのコードの差分を貼ります patchコマンドを利用して差分を適用できるかもしれません この変更はNightflower Proper Bloomのコードをもとに作成しました https://www.nexusmods.com/monsterhunterwilds/mods/2524
I am facing the error below. Would appreciate it if someone could provide some guidance.
sol: runtime error: ...onsterHunterWilds\reframework\autorun\lunar_cycle_ui.lua: 14: attempt to index a nil value (local 'get_active_moon_method') stack traceback:
...onsterHunterWilds\reframework\autorun\lunar_cycle_ui.lua: 14: in main chunk
Any chance to have a toggle key to hide the moon UI at will, or otherwise have it automatically hide when in certain scenarios, like the quest result screen? It shows up on screenshots and so far the best solution right now is to change the position value to off the screen or changing alpha to 0 every time I want to take a screenshot.
I tried creating a toggle key function myself, but I'm very unfamiliar with lua and REF coding.
Otherwise, I love this mod, especially the UI implementation.
Well, I ended up figuring out a crude way to achieve this (No_moon.png = blank alpha image). The sleep() function causes an issue where pressing the defined toggle button (Page Down in this case) causes the game itself to suspend for the 0.1 second duration, but without the sleep, the toggle occurs rapidly even with a quick key-press.
local function sleep () local sec = tonumber(os.clock() + 0.1); while (os.clock() < sec) do end end
local toggleKey = 0x22 local displayState = true
local function toggleDisplay() if displayState then -- print('The display should now be off') displayState = false elseif not displayState then -- print('The display should now be on') displayState = true end sleep() end
re.on_frame(function() local moonparam = moon_controller_field:get_data(sdk.get_managed_singleton("app.EnvironmentManager")) if not moonparam then print("No moon controller") return end
local moondataparam = get_active_moon_method:call(moonparam) if not moondataparam then print("No active moon data") return end
if reframework:is_key_down(toggleKey) then toggleDisplay() end
if activemoonid and displayState then if firstRun then local startup = init() if not startup then print("Failed to load config file") return end getMoonDirectory() loadImage(dirString .. tostring(activemoonid) .. ".png") currentMoonCycle = activemoonid firstRun = false end if activemoonid ~= currentMoonCycle then loadImage(dirString .. tostring(activemoonid) .. ".png") currentMoonCycle = activemoonid end
if settingsUpdated then loadImage(dirString .. tostring(activemoonid) .. ".png") settingsUpdated = false end elseif currentMoonCycle ~= 42 then loadImage("lunar_cycles/native_ui/No_moon.png") currentMoonCycle = 42 end
if not activemoonid then print("Failed to get moon phase") end end)
We've been looking into a way to try to tie it to the in game UI. Namely the Mini Map. So that when the Mini Map is displayed, the mod displays, or turns off when the mini map is not displayed.
That would be perfect! I mean, this mod is almost perfect as-is with the minimap art that fits so seamlessly in with the rest of the UI. If only the darn thing would hide itself along with the Time/Season icons whenever they're hidden. This is a mod I'm definitely going to track until that sweet, sweet update comes around.
Should this mod be showing up in Fluffy Mod Manager? I've got both requirements downloaded (REFramework and REFramework D2D - both latest versions) but when I load up the game, I don't see this as an option under ScriptGenerated UI. No errors or anything like that when starting the game - I just don't see it as an option. I've added the image folders to:
There's technically only 2 file sets in here. The lunar_cycles.lua should go into the reframework//autorun folder, and it appears you have the images in the correct spot.
87 comments
I guess the script no longer able to read the current active moon phase.
Was i not to put in all the mini-map pic folders?
2. TU1 didn't even effect this mod. Not really sure why the Akuma patch did. They just sort of changed directory tree around a bit. If it does, I'll get it fixed sooner lol.
How do you disable things for the tracker ? I haven't found out how
Nvm found itHere's the diff between the original code and the modified code.You might be able to apply the changes using the patch command.This change was made based on the Nightflower Proper Bloom code.https://www.nexusmods.com/monsterhunterwilds/mods/2524I deleted it because modifications were not permitted under Permissions and Credits.
(This sentence was translated using machine translation.)
---動作するように変更したコードともとのコードの差分を貼りますpatchコマンドを利用して差分を適用できるかもしれませんこの変更はNightflower Proper Bloomのコードをもとに作成しましたhttps://www.nexusmods.com/monsterhunterwilds/mods/2524Permissions and creditsにて変更が許可されていなかったので削除しました
sol: runtime error:
...onsterHunterWilds\reframework\autorun\lunar_cycle_ui.lua:
14: attempt to index a nil value (local
'get_active_moon_method')
stack traceback:
...onsterHunterWilds\reframework\autorun\lunar_cycle_ui.lua:
14: in main chunk
Thank you for taking time out to reply to my issue. Shall wait along with y'all for the mod to be updated.
I tried creating a toggle key function myself, but I'm very unfamiliar with lua and REF coding.
Otherwise, I love this mod, especially the UI implementation.
local function sleep ()
local sec = tonumber(os.clock() + 0.1);
while (os.clock() < sec) do
end
end
local toggleKey = 0x22
local displayState = true
local function toggleDisplay()
if displayState then
-- print('The display should now be off')
displayState = false
elseif not displayState then
-- print('The display should now be on')
displayState = true
end
sleep()
end
re.on_frame(function()
local moonparam = moon_controller_field:get_data(sdk.get_managed_singleton("app.EnvironmentManager"))
if not moonparam then
print("No moon controller")
return
end
local moondataparam = get_active_moon_method:call(moonparam)
if not moondataparam then
print("No active moon data")
return
end
if reframework:is_key_down(toggleKey) then
toggleDisplay()
end
activemoonid = get_moonid_method:call(moondataparam)
if activemoonid and displayState then
if firstRun then
local startup = init()
if not startup then
print("Failed to load config file")
return
end
getMoonDirectory()
loadImage(dirString .. tostring(activemoonid) .. ".png")
currentMoonCycle = activemoonid
firstRun = false
end
if activemoonid ~= currentMoonCycle then
loadImage(dirString .. tostring(activemoonid) .. ".png")
currentMoonCycle = activemoonid
end
if settingsUpdated then
loadImage(dirString .. tostring(activemoonid) .. ".png")
settingsUpdated = false
end
elseif currentMoonCycle ~= 42 then
loadImage("lunar_cycles/native_ui/No_moon.png")
currentMoonCycle = 42
end
if not activemoonid then
print("Failed to get moon phase")
end
end)
C:\Program Files (x86)\Steam\steamapps\common\MonsterHunterWilds\reframework\images\lunar_cycles