At the time I was in a room with a bunch of materializers, so I think the error came from them. I changed it to:FATAL LUA ERROR: Lua Function sys_ai_near: base/monster_ai.lua:892: attempt to call method 'on_move' (a nil value)
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if (arch.on_move) then arch:on_move(id, true) endAnd, there's a couple of descrepencies in the documentation in the 'Exvar' sticky thread- 'opby_party_carry' isn't a string (or table of strings), it's a boolean that uses 'opby' to determine which arches operate the trigger. Also, 'shoots' says if it isn't set, the shooter will use whatever's on the square - it actually uses what's "inside" the shooter (though I guess this was written for those using dungeon_translate to fix these kinds of things).
Also, dsb_export doesn't seem to work with tables. I really don't know if this is an error or just how it works, but I think that maybe this should be in the documentation. Unless I did something wrong, which is a definite possibility.
Oh, yeah, I was also wondering if it were possible to control the volume of a sound, other than lowering the volume of the sound itself (I mean, other than recreating the sound file itself at a lower volume). Normally, volume should be dictated by distance and dsb_sound_3d handles that just fine, but in this case, I'm using background sound with no origin, and it's currently not so much in the background.
And, can I just take a moment to say Sophia is amazing? Honestly, if I had to deal with someone like me reporting errors every other day, I'd probably have told myself to go away.


 I think opby_party_carry should be independent from opby, because if they're not, any trigger that's operated by the party carrying something over it can also be operated by dropping that same something on it-- and sometimes that's not so good. Still, to make it behave just in case someone wanted this behavior, I've rewritten the code like this:
 I think opby_party_carry should be independent from opby, because if they're not, any trigger that's operated by the party carrying something over it can also be operated by dropping that same something on it-- and sometimes that's not so good. Still, to make it behave just in case someone wanted this behavior, I've rewritten the code like this:
 
  