&magic_cost minimum?
So I was working on my dmod for the first time in however many months, and it would not run. I narrowed the crashing problem to arming magic. Any magic. Even if it was a blank spell. Odd. Anyway, along the way I figured out that I had &magic_cost too low. It was at 25, and that was making it crash. Is there a minimum &magic_cost can be?
nope, but maybe the problem isn't that you aren't using the draw status command afterwards?
There is a minimum (please ignore WC's inexperienced comment
) and I think its 100 or so. If you want a spell to work with little-to-no wait time between charging up, you could just make &magic_level = 75; when using the spell (instead of &magic_level = 0; ) , so it would take a short time (equivalent to &magic_clost = 25; ) to be fully charged.

AHA! A possible smily bug.
Having dink commands ending with ; inside parentheses seems to be a bad idea. hehe.

Having dink commands ending with ; inside parentheses seems to be a bad idea. hehe.
Hmm, how come I do see those other messages (like in General Dink Discussion) but I don't see this one in the Development forum?
Yes, once again, I can only get back to this because it's the "last posted".. i've definately refreshed, as it was yesterday that I first posted it
Anyway, thanks redink
The reason it's screwed up is because of how I do the magic. In my dmod, the charge time for a spell is constant, so I just multiple their &magic by a constant. In the case of this spell it was 25. Normally I'd tested it when their magic was at least 10 or so, so when I started up the game and &magic was 1, it set &magic_cost to only 25. I'll work on a good way of making that work out, but at least now I know what not to do
Working bugs out, promise I'll have it out soon, sorta.

Anyway, thanks redink
The reason it's screwed up is because of how I do the magic. In my dmod, the charge time for a spell is constant, so I just multiple their &magic by a constant. In the case of this spell it was 25. Normally I'd tested it when their magic was at least 10 or so, so when I started up the game and &magic was 1, it set &magic_cost to only 25. I'll work on a good way of making that work out, but at least now I know what not to do

Working bugs out, promise I'll have it out soon, sorta.
"It" being that eventual 2nd demo you promised, or the full version?
uh.. the second demo..
see.. i still don't actually have, what do you call it, ya know, like, a plot, and stuff to do... a GAME, that's what it's called! But the system, and all that, it's almost down...
see.. i still don't actually have, what do you call it, ya know, like, a plot, and stuff to do... a GAME, that's what it's called! But the system, and all that, it's almost down...
All this time, and you still don't have a plot? My goodness...
Someone I can relate with!
Someone I can relate with!

I could have sworn I used a lower than 100 value once before...humm my fault.
Well, if it was zero, that would have worked. But I've noticed the same thing, it crashes if &magic_cost is lower than 100. Except if it's zero, as I said, which is also okay.