Re: DG scripts

From: Mark A. Heilpern (heilpern@MINDSPRING.COM)
Date: 05/22/98


At 06:53 AM 5/22/98 -0700, you wrote:
>cool it seems to work well. thanks!
>
>1 MORE PROBLEM
>
>If i edit a mob (a new one) and put a dg script on it and go out of the DG
>editor it crashes the mud. But if i edit a new mob and save it . Then put
>a dg script on it it works fine! whats up with that?
>


Are you certain this happens with MOB's? There is a known problem in
pl3 that does what you describe for objects and rooms only; the reason
lies in creating a new (mob/obj/room) failed to set an indicator of what
type of script we are editing, leaving a zero'ed out field (and, since
mobs used 0 as their indicator, they worked). Perhaps if you are seeing
a crash upon returning from the script menu for a new mob, you've
unnecessarily changed a #define on dg_olc.h?

At any rate, I posted a fix for this a few weeks ago and pl4 will have it
in the patch as well. If you need the details before pl4 comes out and
cannot find it in the list archive, send me mail and I'll try to get the
details for you.


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