The Dink Network

Magic not charging

May 12th 2012, 06:27 PM
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JugglingDink
Peasant He/Him United Kingdom
Streetfish 
Dink's armed with the fireball spell after the intro of my D-Mod, and I've equipped it the same way I've always equipped magic...

&magic = 5;
add_magic("item-fb", 437, 1);
&cur_magic = 1;
arm_magic();
draw_status();


For some reason, this doesn't work anymore. It arms it, and it appears in the inventory and everything, but the green bar (Y'know... The one that slowly fills in around the spell) does not appear and the spell is uncastable. Any ideas on how to fix it?
May 12th 2012, 06:38 PM
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Pillbug
Peasant He/Him United States
Love! True love! 
Has &magic_cost been changed in the fireball script at all? If it isn't set it won't charge up.
May 12th 2012, 06:42 PM
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JugglingDink
Peasant He/Him United Kingdom
Streetfish 
Nope, it's still set at 100... Nothing's different to how I usually have it set up, that's why I was kinda stuck for ideas
May 12th 2012, 06:47 PM
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Pillbug
Peasant He/Him United States
Love! True love! 
Will other spells charge up, or is this problem consistent throughout all magic?
May 12th 2012, 06:54 PM
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JugglingDink
Peasant He/Him United Kingdom
Streetfish 
I just tried adding a few different spells, and I tried adding them in places other than the intro as well... The problem's staying there both ways. I don't suppose there's some function or anything in a startup script that enables and disable spell-charging, is there?
May 12th 2012, 09:05 PM
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magicman
Peasant They/Them Netherlands duck
Mmmm, pizza. 
Did you set &update_status to 1 when you're done with the intro?
May 12th 2012, 09:23 PM
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JugglingDink
Peasant He/Him United Kingdom
Streetfish 
Nope, I'd forgotten that even existed But now you've reminded me, and everything works all nicely again! Thanks, dude