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.
The tokens will be activated and the script appear to run fine until you try to undo or reset the room, at which points the scripts still execute but the activating of tokens seems to get queued up until the next turn. Script commands after the Activate Item At commands will still run on turn 0 as expected. When this happens, you get the following error message:
Assertion error in line 2190 of .\CurrentGame.cpp: "this->pendingTokenActivations.empty()"
Note that if you undo back to turn 0 and then press R when on turn 0, the activating of the tokens will fail completely on the next turn and none of them will activate.
If you undo back to turn 0 and then leave the room, the following error message gets posted 4 times (and the activations will not happen):
Assertion error in line 8177 of .\DbRooms.cpp: "GetTSquare(wX,wY) == T_OBSTACLE || bIsLight(GetTSquare(wX,wY))
|| GetTSquare(wX,wY) == T_TOKEN || GetTSquare(wX,wY) == T_KEY || bIsEquipment(GetTSquare(wX,wY))"
EDIT: Just to confirm there are no issues if you start the player on a token, it appears to be using the script command that's causing problems.
[Last edited by kieranmillar at 12-04-2016 12:13 PM]