Nutso textblocks

Started by Ian, April 03, 2007, 05:19:59 AM

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April 03, 2007, 05:19:59 AM Last Edit: April 03, 2007, 05:21:37 AM by Ian
K, brief summary before the massive cap:
Walked into general store tried to talk to Shannon again (even though I knew it didn't work).  Gave up, walked out and went down the hidden path off main track.  Then Shannons textblock kicked in magically, over and over and over and over again.

Edit: BTW this kept going indefinitely.  Didn't just happen the 6 or 8 times I capped.

Small Village, General Store
    This is a small store filled with all kinds of useful tools.  A large woman
sits quietly snacking on bread and fruits behind the shop's counter.  She
pauses for a momment as you enter to nod, then returns to her meal.  A sign by
the counter says that they'll offer free torches for repeat customers.  You may
exit through the eastern door that that you entered from, or north into the
griffon field.
Also here: Animal, Shannon.
Obvious exits: north, east
[HP=69/MA=16]:ask shan stables
TextBlock Not Yet Implemented (please report): [stables]
Shannon has nothing to tell you!
[HP=69/MA=16]:ask shannon stables
TextBlock Not Yet Implemented (please report): [stables]
Shannon has nothing to tell you!
[HP=69/MA=16]:ask shan shit
Shannon has nothing to tell you!
[HP=69/MA=16]:
Small Village, General Store
Also here: Animal, Shannon.
Obvious exits: north, east
[HP=69/MA=16]:e
Small Village, Southern Market
    The main path through the village would be nearly impossible to pass with
any merchant cart.  The streets here are filled with pedestrians and shoppers.
A small shop on the western side of the road has a small rickety sign posted by
its door that says "General Goods."  On the eastern side an unmarked shop
displays finely stiched leather armours in its windows.
Obvious exits: north, south, east, west
[HP=69/MA=16]:who
         Current Adventurers
         ===================

         Animal X                    -  Excursionist of Animal's Dupes
Criminal Beezelebub darkone          -  Menace of XoXoX
   FIEND Ian DrWho                   -  Stowaway
  Outlaw Pentagruel ChangeMe         -  Knave of XoXoX
         Vitoc Woot                  -  Apprentice
[HP=69/MA=16]:s
Small Village, Entrance
    Tall wooden gates stand open at the cobblestone entrance of this small
dusty village.  Along side a row of wooden shacks a well traveled cartpath runs
through the village.  A wooden barricade surrounds the village to keep out any
curious forest creatures.  You can see many small buildings in the area around
you.  The cartpath continues north, into the village, and beyond the southern
gate.
Obvious exits: north, south
[HP=69/MA=16]:s
Mysterious Woods, Village Gate
    Tall wooden gates stand open at the cobblestone entrance of this small
dusty village.  A well used cartpath winds its way south into the deep forest.
Footprints and wheel tracks line this well used path.  Along the side of the
road there are a few menacing claw marks etched into the powdery earth.
Vibrant evergreens line the paths edges making travel off the sides of the path
quite difficult.
Obvious exits: north, south
The room is dimly lit
[HP=69/MA=16]:se
There is no exit in that direction!
[HP=69/MA=16]:s
Mysterious Woods, Cartpath
    A well used cartpath winds its way south into the deep forest. Footprints
and wheel tracks line this well used path.  Along the side of the road there
are a few menacing claw marks etched into the powdery earth.  Vibrant
evergreens line the paths edges making travel off the sides of the path quite
difficult.
Obvious exits: north, south
The room is dimly lit
[HP=69/MA=16]:se
There is no exit in that direction!
[HP=69/MA=16]:s
Mysterious Woods, Cartpath
    A well used cartpath winds its way south into the deep forest. Footprints
and wheel tracks line this well used path.  Along the side of the road there
are a few menacing claw marks etched into the powdery earth.  The vibrant
evergreens that line the paths edges part slightly to the west revealing a
small path.
Obvious exits: north, southeast
The room is dimly lit
[HP=69/MA=16]:go path
You push through the dense foliage, and walk onto a small path.
Mysterious Woods, Forest Path
    This desolate, unnerving forest is curious in a vague sort of way. The tall
trees reach toward a dark and slightly obsurced sky.  Thick branches and leaves
cover the forest grounds as years of powerful storms have ravaged the area. The
trees giant leaves block most of the sun's light making it difficult to see. A
small path through thick pine leads to a cartpath in the east.
Obvious exits: northwest, southeast
The room is dimly lit
Shannon shoves your money into her apron along with a half eaten turkey leg
and guides you into the northern pasture.  She makes a waving gesture toward
the Griffon who happily obeys the commands.  Shortly after you mount the beast
she takes off into the sky.


Mysterious Woods, Forest Path
Obvious exits: northwest, southeast
The room is dimly lit
Shannon shoves your money into her apron along with a half eaten turkey leg
and guides you into the northern pasture.  She makes a waving gesture toward
the Griffon who happily obeys the commands.  Shortly after you mount the beast
she takes off into the sky.

Shannon shoves your money into her apron along with a half eaten turkey leg
and guides you into the northern pasture.  She makes a waving gesture toward
the Griffon who happily obeys the commands.  Shortly after you mount the beast
she takes off into the sky.

Shannon shoves your money into her apron along with a half eaten turkey leg
and guides you into the northern pasture.  She makes a waving gesture toward
the Griffon who happily obeys the commands.  Shortly after you mount the beast
she takes off into the sky.

Shannon shoves your money into her apron along with a half eaten turkey leg
and guides you into the northern pasture.  She makes a waving gesture toward
the Griffon who happily obeys the commands.  Shortly after you mount the beast
she takes off into the sky.


Mysterious Woods, Forest Path
Obvious exits: northwest, southeast
The room is dimly lit
Shannon shoves your money into her aqron along with a half eaten turkey leg
and guides you into the northern pasture.  She makes a waving gesture toward
the Griffon who happily obeys the commands.  Shortly after you mount the beast
she takes off into the sky.
If we can hit that bulls-eye, the rest of the dominoes will fall like a house of cards.? Check-mate!

Damnit.  Hanging and re-entering doesn't stop it.  Shannon is still abusing me  >:(

WHY WON'T SHE LEAVE ME ALONE?!?!
If we can hit that bulls-eye, the rest of the dominoes will fall like a house of cards.? Check-mate!

April 03, 2007, 05:32:01 AM #2 Last Edit: April 03, 2007, 05:38:24 AM by Ian
OK then... what does stop it is coming back onto the cartpath.  Cartpath she leaves me alone, forest path she molests me.  Go figure.

Edit: ANOTHER post/edit: Only happens on THAT forest path (the one to the west).  If I go one room further se to the soldier lady and go path there Shannon doesn't do it

Edit edit: (removing the cap cos it's shit and long).  From soldier lady I go path (to the east) and everything is hunky dory.  From THERE I go south and Shannon starts up on me again.  Must be special rooms....
If we can hit that bulls-eye, the rest of the dominoes will fall like a house of cards.? Check-mate!


Lol!  Yhat started my morning out right.  :D

Maybe there'sy some duration spell or something being cast?  I'll try to check into it today.


TGS v1.0 (coming soon)

Happens to me too, and I haven't even SEEN Shannon.

Also, I'm lost due to random wanderings. I should have been making maps :/
Quote from: DeathCow
Yes clearly I'm making a text porn.  Lesuire Suit Mud.

Quote from: Vitoc on April 03, 2007, 11:07:46 AM
Lol!  Yhat started my morning out right.  :D

Maybe there'sy some duration spell or something being cast?  I'll try to check into it today.
I couldn't reproduce this tonight.  I tried asking shannon about stables, and walked to that same room, and still didn't get anything.  Any ideas?  ???


TGS v1.0 (coming soon)

It's still happening to me a day later.

All the things I did:
I attacked her (thanks mega)
I walked north to look at the stables
I asked her various things (try asking her shit, maybe that was the key!)
umm....
that's all I did.  I can look for more rooms that this happens in.  Maybe you can find a correlation between these 'special' rooms.  Without the dats I have no idea what it could be.
If we can hit that bulls-eye, the rest of the dominoes will fall like a house of cards.? Check-mate!

April 04, 2007, 02:54:22 PM #8 Last Edit: April 04, 2007, 03:27:32 PM by DeathCow
Well, this is what shannon's dialog looks like




One would assume its happening in the rooms with either room spells(the blue stars) or rooms with command textblocks(the rooms with the green squares and blue stars).  I have them in the database even though they arent supported at all yet(that i know of).  They are probably causing the issue.

Oh the room you posted in your original message also has a post-movement exit spell for a chase.

Lol that room has everything..first it has a room command.

Textblock 138
harvest monkshood bush:roomitem 546:clearitem 546:giveitem 485:failability 26:giveability 26 1
harvest monkshood:roomitem 546:clearitem 546:giveitem 485:failability 26:giveability 26 1
harvest bush:roomitem 546:clearitem 546:giveitem 485:failability 26:giveability 26 1
harvest wolfsbane:roomitem 546:clearitem 546:giveitem 485:failability 26:giveability 26 1
harvest lilac tree:roomitem 544:clearitem 544:giveitem 473:failability 26:giveability 26 1
harvest lilac:roomitem 544:clearitem 544:giveitem 473:failability 26:giveability 26 1
harvest tree:roomitem 544:clearitem 544:giveitem 473:failability 26:giveability 26 1

Then it has a room spell.

#: 14988, Name: mysterious forest plants, Short: plan, Magery: None, LVL: 0, Mana: 0, Diff: 100
>> Target: Full Attack Area -- Attack Type: Normal -- TextBlock 135
>> References: Execute: Textblock 135, Room: Mysterious Woods, Forest Path (1/20), Room: Mysterious Woods, Forest Path (1/25), Room: Mysterious Woods, Forest Path (1/30), Room: Mysterious Woods, Forest Path (1/34), Room: Mysterious Woods, Forest Path (1/36), Room: Mysterious Woods, Forest Path (1/39), Room: Mysterious Woods, Forest Path (1/45), Room: Mysterious Woods, Forest Path (1/50), Room: Mysterious Woods, Forest Path (1/52), Room: Mysterious Woods, Forest Path (1/53), Room: Mysterious Woods, Forest Path (1/80), Room: Mysterious Woods, Cartpath (1/89), Room: Mysterious Woods, Dense Woods (1/261), Room: Mysterious Woods, Forest Path (1/270), Room: Mysterious Woods, Forest Path (1/275), Room: Mysterious Woods, Forest Path (1/276), Room: Mysterious Woods, Forest Path (1/277), Room: Mysterious Woods, Forest Path (1/282), Room: Mysterious Woods, Forest Path (1/285), Room: Mysterious Woods, Forest Path (1/290), Room: Mysterious Woods, Forest Path (1/300)

Textblock 135

97:addexp 0
98:message 15108
99:message 15109
100:random 136

Message 15108

A playful squirrel scampers across the forest floor.

Message 15109

A white doe, startled by your presence, prances away.

Textblock 136

50:addexp 0
100:failroomitem 545 0:failroomitem 544 0:failroomitem 546 0:random 137

Textblock 137

50:message 15112
75:giveitem 546:messgae 15110
100:giveitem 544:message 15111

Message 15112

The forest sways in a cold southern wind.

Message 15110

You notice a flowering shrub in the shade of an old oak.

Message 15111

You notice a blooming lilac tree.


Then the post-movement message on the SE exit

#: 14997, Name: summon kobold supply runner, Short: kob, Magery: None, LVL: 0, Mana: 0, Diff: 100
>> Target: Self -- Attack Type: Normal -- TextBlock 119
>> References: Execute: Textblock 119, Room: Mysterious Woods, Forest Path (1/20)

Textblock 119

failability 11:addexp 0
checkability 11 2:addexp 0
checkability 11 1:testability 11 1:summon 131

k, I'm too n00b to read raw textblock, so I'll leave that up to you.  But with that map I can at least try to work out a pattern of which rooms it's happening in.

K, just had a look.  Shannon bombards me with text whenever I walk into a room with the green square.  As you suspected DC.  At least this should give Vitoc a head start on where to look for the cause.
If we can hit that bulls-eye, the rest of the dominoes will fall like a house of cards.? Check-mate!

Well, the green square is just a Cmd Text.  And there is no relation between..Oohhhh


Ok its not the room command.  Infact all the rooms with room commands have a room spell that is a sort of noise spell.  It activates a random command, which oo no infact I built it wrong, the textblock should have been a link to 135..ie random 135.  but 135 started with 97:addexp  0...which for some reason called textblock 97(which it should not have done.) Two errors, my end is corrected.

Fixed content error#61

The coding error isnt a big deal so long as I dont make mistakes in the future.

Quote from: DeathCow on April 04, 2007, 07:10:46 PM
Well, the green square is just a Cmd Text.  And there is no relation between..Oohhhh


Ok its not the room command.  Infact all the rooms with room commands have a room spell that is a sort of noise spell.  It activates a random command, which oo no infact I built it wrong, the textblock should have been a link to 135..ie random 135.  but 135 started with 97:addexp  0...which for some reason called textblock 97(which it should not have done.) Two errors, my end is corrected.

Fixed content error#61

The coding error isnt a big deal so long as I dont make mistakes in the future.
I'd rather have a failsafe in the code.  If you can explain what the "code error" is I'll fix it, but I don't even understand what the issue is yet.


TGS v1.0 (coming soon)

I have a room spell, that linked to this textblock

97:addexp 0
98:message 15108
99:message 15109
100:random 136

No where it was wrong for me to link directly to this textblock, the code should not have interupted this as a call for textblock 97.

Quote from: DeathCow on April 05, 2007, 02:13:23 PM
I have a room spell, that linked to this textblock

97:addexp 0
98:message 15108
99:message 15109
100:random 136

No where it was wrong for me to link directly to this textblock, the code should not have interupted this as a call for textblock 97.
Ok, I'm getting closer to understanding but still not there.

What spell # is being called by the Room Spell?  That spell obviously has a textblock ability defined using a value (which is 97 if I read your message above properly).  I fail to see how the spell could possibly know not to call the textblock unless when I'm assigning a textblock to a spell at startup I do some sort of validation on what type of textblock it is.  Is that what you're suggesting?  ???  If so what rules do I apply during that validation?


TGS v1.0 (coming soon)

Whatever spell it is, Spell X calls textblock Y, Textblock Y is

97:addexp 0
98:message 15108
99:message 15109
100:random 136

Which shouldnt do anything at all.