The Dink Network

Why will the fireball magic not work?

Bane of the Magi

March 26th 2006, 02:58 PM
pq_skull.gif
Hi all,

So far, this is a great dmod. But now I've run into something strange a couple of times; when I get to the cabin with my sword and talk to Martridge and Aaron, I choose to be a magician. Martridge gives me a document, I get the fireball magic, but it will not work! I come out of the cabin, start blasting pine trees, but nothing happens!

Am I doing something wrong here?
March 26th 2006, 03:08 PM
custom_king.png
redink1
King Male United States xbox steam bloop
A mother ducking wizard 
Are you having this problem with Dink Smallwood 1.08? There might be an issue.
March 26th 2006, 03:58 PM
pq_skull.gif
Yes, it's a problem with 1.08.

Only, after going to town, fighting a couple of monsters and talking to some guys, I have the magic, all of a sudden...

So, thanks for thinking with me, but the problem's solved, I think.
March 27th 2006, 03:16 AM
pq_skull.gif
It appears I was a little too quick.

Now I have the acid rain and healing spells too. Whenever I cast Healing when I'm not really hurt, it will say something like "I'm not hurt that bad". Then, when I try to cast Fireball, it won't work.

To get the Fireball working again, I will need to cast Acid Rain; that apparently 'unlocks' Fireball again.

Sound familiar to anyone?
March 27th 2006, 07:51 AM
custom_king.png
redink1
King Male United States xbox steam bloop
A mother ducking wizard 
Hmm... could you e-mail me your save game file? I might be able to figure out if it is a 1.08-specific problem, and fix it.
March 27th 2006, 10:56 PM
pq_frog.gif
Ric
Peasant Canada
 
The heal spell does that to keep &life from exceeding &lifemax. I've never heard of the fireball doing that though... odd. Does the 'I' key read out any info? ( I don't remember if that version had that.)
And Redink, are there scripting changes that require Dmod revising for Dink1.08 ?
March 27th 2006, 11:14 PM
custom_king.png
redink1
King Male United States xbox steam bloop
A mother ducking wizard 
Theoretically, no. However, I've noticed one 'bug' that I fixed has been causing some problems.

If you declare a global variable (make_global_int), in 1.07 and before declaring a local variable of the same name would just use the global variable. In 1.08, you can declare a local variable of the same name as a global.
March 28th 2006, 10:18 AM
pq_skull.gif
Thanks both for thinking with me. I just tried to simulate the problem again, and I think I know what's going on .

If I cast Healing and the response is that I'm not hurt enough, everything is fine as long as I wait patiently until the magic is built up again, and then switch to Fireball. Then it works. But, as I'm not very patient , once I see the message, I immediately switch to Fireball, before the magic is built up.

You will no doubt understand this better than I do, but it seems to me that the program does not remember the switch to another spell; it just remembers that the spell should not be cast.

Only, this doesn't explain why, after receiving Fireball, it would only work once I played a couple of screens and killed a couple of monsters.

By the way, Ric, the 'T'key doesn't do anything.

Do either of you still require a saved game? I noticed that the effect was gone, once I restored it...
March 28th 2006, 11:14 PM
pq_frog.gif
Ric
Peasant Canada
 
If its playing somewhat ok, I don't need the save. And the I key was for beta testing info, no longer in this version.( its been a long time, I couldn't remember if it was still there.)

March 30th 2006, 04:00 AM
pq_skull.gif
Playing is good, and I'm enjoying it immensely!

Thanks for the dmod!
March 30th 2006, 07:09 PM
pq_frog.gif
Ric
Peasant Canada
 
You're very welcome. I'm glad its still being enjoyed although if I were to do that again, the graphics would be different....