Reply to Dink Engine bug - global variables get confused
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I've come across a bug... or rather WC did, in PQ in which the powerful magic spells are instantly recharged.
It seems that the global varilables &magic_level and &magic_cost get confused with the variable &magic (as all three have the first 5 letters in common) so that if your &magic is say 18 then &magic_level becomes 18_level and &magic_cost becomes 18_cost.
When this happens and you arm a new weapon (not magic, arming a new magic resets things properly, though I don't know why) - you get instant (in human time) magic... be it Deus Strike or whatever.
I can't think of a way around this as I can't guarantee what magic is in which slot (or I'd do a quick change magic to fireball, arm it, change to &cur_magic and re-arm it) - compare_magic doesn't work, of course.
Any takers on this one?
It seems that the global varilables &magic_level and &magic_cost get confused with the variable &magic (as all three have the first 5 letters in common) so that if your &magic is say 18 then &magic_level becomes 18_level and &magic_cost becomes 18_cost.
When this happens and you arm a new weapon (not magic, arming a new magic resets things properly, though I don't know why) - you get instant (in human time) magic... be it Deus Strike or whatever.
I can't think of a way around this as I can't guarantee what magic is in which slot (or I'd do a quick change magic to fireball, arm it, change to &cur_magic and re-arm it) - compare_magic doesn't work, of course.
Any takers on this one?