kieranmillar wrote:
Mike, this appears to be a problem with using "Activate Item At" onto a token on turn 0. This applies to all tokens (so vision, tarstuff switcher etc. too) but not to activating other items, like doors.
...
I've isolated the issue, and I think there are a few others tied to the same root cause.
Specifically, whenever a room is initialized and turn 0 logic occurs, there's certain event checks that should take place, which weren't.
In addition to checking for tokens being activated via scripting, I understand other areas impacted (i.e., skipped incorrectly) on turn 0 are posing a scripted question and NPC scripts checking for a particular event to occur.
Edit: Oh, also, to be clear, I see this issue can occur in many places in the code when initializing a room, such as starting the hold, a level entrance, loading a saved game, undoing a move and restarting a room. Needed to address all of these cases.
Fixed these oversights for
1.2.8 in this
PR.
Other cosmetic events are also now checked in the abovementioned cases that weren't before (See the PR if you want code-level details), but I don't believe these will have any noticeable impact on gameplay at present.
____________________________
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.
[Last edited by mrimer at 09-25-2020 11:16 PM]