The Dink Network

&magic_cost minimum?

June 5th 2003, 02:51 AM
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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?
June 5th 2003, 08:55 AM
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WC
Peasant He/Him United States
Destroying noobs since 1999. 
nope, but maybe the problem isn't that you aren't using the draw status command afterwards?
June 5th 2003, 10:34 AM
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redink1
King He/Him United States bloop
A mother ducking wizard 
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.
June 5th 2003, 10:37 AM
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Phoenix
Peasant He/Him Norway
Back from the ashes 
AHA! A possible smily bug.

Having dink commands ending with ; inside parentheses seems to be a bad idea. hehe.
June 5th 2003, 10:39 AM
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Simeon
Peasant He/Him Netherlands
Any fool can use a computer. Many do. 
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?
June 5th 2003, 01:03 PM
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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.
June 5th 2003, 01:47 PM
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Tal
Noble He/Him United States
Super Sexy Tal Pal 
"It" being that eventual 2nd demo you promised, or the full version?
June 5th 2003, 02:00 PM
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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...
June 5th 2003, 02:12 PM
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Tal
Noble He/Him United States
Super Sexy Tal Pal 
All this time, and you still don't have a plot? My goodness...

Someone I can relate with!
June 5th 2003, 03:18 PM
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WC
Peasant He/Him United States
Destroying noobs since 1999. 
I could have sworn I used a lower than 100 value once before...humm my fault.
June 25th 2003, 07:23 PM
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Paul
Peasant He/Him United States
 
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.
June 26th 2003, 08:45 AM
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trav666
Peasant He/Him
 
maybe if seth would release the source code there wouldn't be any problems! i know seth is embarressed about the code, but maybe we could just say I wrote it