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Caravel Forum : DROD RPG Boards : RPG Bugs : Moving around with _MyScript causes beepiness (Simulating Tunnels is deadly)
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Kwakstur
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File: The Mole Bug.drh (3.4 KB)
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icon Moving around with _MyScript causes beepiness (+2)  
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


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.


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[Last edited by Kwakstur at 12-06-2008 11:08 PM]
12-06-2008 at 10:24 PM
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skell
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icon Re: Moving around with _MyScript causes beepiness (0)  
Hmm, how come you can use and "Almost" make a recursive script (or one turn loop)? At least in former DRODs when the same line of code was executed twice in one turn the code was aborted, and I was sure it works the same in RPG too!

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12-30-2008 at 05:20 PM
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Kwakstur
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icon Re: Moving around with _MyScript causes beepiness (+1)  
I think that the NPC only stops when it runs the same line twice in one turn with no change in variables.

Was that not the case in TCB? I thought you could have an incremental loop in TCB, but I could be wrong, since I never actually did try to make a loop run multiple times in one turn on classic DROD.

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[Last edited by Kwakstur at 12-30-2008 10:44 PM]
12-30-2008 at 10:44 PM
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mrimer
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icon Re: Moving around with _MyScript causes beepiness (0)  
I'll play this hold and check whether there are any beeps.

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01-13-2016 at 03:45 PM
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mrimer
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icon Re: Moving around with _MyScript causes beepiness (0)  
Yes, there were still beeps and badness.

Ported the TeleportCharacter handling from 5.1 so updating the character's coords works properly (rev 108).

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Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.
01-14-2016 at 02:04 PM
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kieranmillar
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icon Re: Moving around with _MyScript causes beepiness (+1)  
The hold attached the opening post works correctly in 1.2.3.116 and has no errors. :thumbsup

Because you said you'd imported teleporting code from 5.1 I wanted to see if the currently outstanding issue with turn 0 token activations being ignored on undo after a teleport was present here, so I checked it too and it all appears to be working fine.

[Last edited by kieranmillar at 01-17-2016 11:25 AM]
01-17-2016 at 11:25 AM
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