I am using 1.1.0.54.
I have coded
this monster I came up with. But it's causing errors. Attatched is the kind of example hold everybody hates (where the hold will force you to do some things before moving forward).
I don't know why I did this, but at some point I wrote out an explanation of the mole's code. I guess you could use it to help pinpoint the location of the problem line once you know what you're looking for.
Click here to view the secret text
× -Imperative Deadly
-Behavior Direct Movement, Face Target
-Set _MyHP
-Appear if invisible
Label Move
-Set MyScriptX&Y to own coords
-If there is a tunnel under the NPC...
...AND if the next move would in fact be into the tunnel
.....Go to the label for tunnels in that direction
-Reset MyScriptX&Y to -9999
-Take a step towards the player
-Go to Move
Labels [Direction]-Tunnel (one for each direction)
(note that the _MyScript values have been retained from the
check for tunnel presence)
-Move MyScript location 1 tile in that direction
-If the new MyScript location is off screen-bounds...
...wrap it the other side of the screen
-If there is a Tunnel at this MyScript location...
...Go to Use Tunnel
-Repeat this block until a Tunnel is found (the tunnel can be
recursive, so one will always eventually be found)
Label Use Tunnel
-Set my coords to the MyScript location (the exit tunnel)
-Reset the MyScript Vars to -9999
-End the Turn (Wait 0)
-Go to Move
The error produced is
Assertion error in line 3106 of .\DbRooms.cpp: "this->
pMonsterSquares[ARRAYINDEX(pMonster->wX,pMonster->wY)]==pMonster"
...Oh, also, unrelated, this came up once after working on a scroll and pressing F5 to playtest:
Assertion error in line 1308 of .\DbBase.cpp: "!"Missing messageID""
I tried and tried to reproduce it, but to no avail. Just letting you know there's a bug there, even though it's painfully hard to reproduce.
____________________________
Also known as ExpHP everywhere else.
[Last edited by Kwakstur at 12-06-2008 11:08 PM]