Aaaarrrggghhh
Cryophile
03 Dec 2003, 18:46I spent a half hour to an hour adding complex functions to my game and I cut a room and get an Index Out of Bounds Error. Only THEN do I read the post from Nov 03 2003 titled QDK 3.5 Bug Report.... just my luck. Shouldn't that bug have been fixed by now?
Sorry for the delay. It's on my "to do" list, along with QuestNet Status Variable Scope bug. These will be fixed in the near future.
paul_one
07 Dec 2003, 00:54Oh Alex - to do with status variables....
In my RPG engine I use a standard object property as the top HP limit... I use this in a status variable display as so:
display <%HP% / #object:MAXHP#> (well - something similar)
This generates 200 / 200 (or something like that when you start up).
Now when you change the object's property, to say 250, it doesn't change in the status variable....
Is there a way you could have it so we can manually refresh or change the display of the status variable?
In my RPG engine I use a standard object property as the top HP limit... I use this in a status variable display as so:
display <%HP% / #object:MAXHP#> (well - something similar)
This generates 200 / 200 (or something like that when you start up).
Now when you change the object's property, to say 250, it doesn't change in the status variable....
Is there a way you could have it so we can manually refresh or change the display of the status variable?
Hmmmm you could try
set numeric <temp; %mystatusvar%>
set <mystatusvar; %temp%>
set numeric <temp; %mystatusvar%>
set <mystatusvar; %temp%>
paul_one
07 Dec 2003, 03:44Ah - thanks Alex.
I (for some reason) got it into my head that although the status variable was changing it didn't see the other variable change.... Must have been my mistake.
Just did a tiny example and it works... I'll get back to you when I implement it in my battle engine!
I (for some reason) got it into my head that although the status variable was changing it didn't see the other variable change.... Must have been my mistake.
Just did a tiny example and it works... I'll get back to you when I implement it in my battle engine!