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?
Alex
03 Dec 2003, 19:56Sorry 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?
Alex
07 Dec 2003, 02:44Hmmmm 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!