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Bugs with Counters
Posted: Wed Oct 23, 2002 9:10 pm
by Sophia
If a WALLITEM_COUNTER is set to TOGGLE (rather than ACTIVATE or DEACTIVATE), it will trigger is target as soon as something triggers it at all, not when the count hits 0.
Also, if a WALLITEM_ALCOVE is in the same square as a counter, the counter will be triggered any time something is put into the alcove (even if the alcove has no targets), which will cause the counter to fire off prematurely.
Re: Bugs with Counters
Posted: Wed Oct 23, 2002 11:09 pm
by Gambit37
Yep, I've reported the problems with alcoves before, and it's due to the inherent nature of how RTC handles mouse-clicks in the dungeon view.
I get the impression that George has changed some quite fundamental aspects of the engine in v0.22, so hopefully these problems have been fixed. Here's some of the threads that refer to these problems:
<a href="
http://pub50.ezboard.com/freturntochaos ... 8.topic</a>
<a href="
http://pub50.ezboard.com/freturntochaos ... 1.topic</a>
<a href="
http://pub50.ezboard.com/freturntochaos ... 2.topic</a>
Re: Bugs with Counters
Posted: Thu Oct 24, 2002 8:54 am
by George Gilbert
Yes, I've changed quite a few things; however, the first part (to do with TOGGLE) is behaving exactly as intended.
When a counter changes it's value it sees if it's zero or not. If it is zero, then it performs the action, if it isn't (either has a positive, or negative, value) then it performs the inverse of the action. The inverse of ACTIVATE is DEACTIVATE (i.e. one followed by the other gets you back to where you started) and vice versa for DEACTIVATE.
The inverse of TOGGLE is however TOGGLE (i.e. if you do one followed by another then you get back to where you were). So yes, whenever you have a counter with an action of TOGGLE, then it will always toggle whenever you change it's state...
Changing it's state when you put something in an alcove - that's a bug though!
Re: Bugs with Counters
Posted: Sun Nov 17, 2002 6:16 pm
by George Gilbert
Fixed and will be in V0.22