Tenderfoot Thahd live_wire Posted June 26, 2006 Share Posted June 26, 2006 Using this call anywhere in the code throws an unrecognised command error. Searched the forums, but unfortunately didn't find the soultion, though a few posts regarding the problem. Surely, there has to be a solution to it. Could someone please help me out? Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted June 26, 2006 Share Posted June 26, 2006 Er, yes, this is a recognized bug , and Spiderweb, as they noted on their bugs page, made a special testing app in order to fix it. It used to be hosted on the page that they link to. I can't find it, though; they may have taken it down. I've never used debug mode, personally. I just use god parties. Link to comment Share on other sites More sharing options...
Tenderfoot Thahd live_wire Posted June 26, 2006 Author Share Posted June 26, 2006 Yes. It seems to have been taken down. Am still finding it hard to believe that one can't use the debug mode! Will have to work around it. I needed the call to change sdfs. I guess I have to use the character editor for that. Anyway, thanks for the help. Link to comment Share on other sites More sharing options...
Well-Actually War Trall Niemand Posted June 26, 2006 Share Posted June 26, 2006 I have never used the debug mode either; but there are easier ways than the character editor to set sdfs. What I have found is that generally I wanted to set several sdf's to a particular set of values all at once; for instance, so that once I've tested and I'm sure that a quest works, I want to set all the flags as if I had done it, so that I don't have to do it over and over to test the next bit of the scenario. To that end, I made an item which when used presents a text entry box, and when you enter a number code into it, sets a group of flags to pedefined values. I then put the item right next to where the party starts, (I'll remove it in the final version of course.) and when I enter the scenario again, all I have to do is use this wand a couple of times and skip the first half of the scenario. Depending on what you want to set sdf's for, I think that this method might help. EDIT: Thought I would post the code for that: The item definition: Code: begindefineitem 451; clear; it_name = "Wand of Debug"; it_full_name = "Wand of Debug"; it_inventory_icon = 8; it_floor_which_sheet = 1045; it_floor_which_icon = 9; it_variety = 21; it_ability_1 = 207; it_ability_str_1 = 28; it_identified = 1; it_magic = 1; and the state the item calls: Code: beginstate 28; //Wand of debug reset_dialog(); add_dialog_choice(0,"Ok"); add_dialog_choice(1,"Cancel"); add_dialog_str(0,"A=All, 1=Camp Placing, 2=put base camp in clearing, 3=Visiting Village and Manor, 4=Notebook Quest, 5=1st Crystal Quest, 6=2nd Crystal Quest, Z=set off attack",0); x = run_dialog(0); if(x == 2) end(); get_text_response("A or 1-6; other gives list"); y = 0; check_text_response_match("A"); if(got_text_match()) y = 100; check_text_response_match("1"); if(got_text_match()) y = 1; check_text_response_match("2"); if(got_text_match()) y = 2; check_text_response_match("3"); if(got_text_match()) y = 3; //more checking for text matches, but I think you get the point if((y == 1) || (y == 100)){ //set a bunch of flags } if((y == 2) || (y == 100)){ //set a bunch of flags } if((y == 3) || (y == 100)){ //set a bunch of flags } if((y == 4) || (y == 100)){ //set a bunch of flags } if((y == 5) || (y == 100)){ //set a bunch of flags } if((y == 6) || (y == 100)){ set_flag(204,1,1); set_flag(205,3,1); } if(y == 100) set_flag(5,9,2); if(y==7) set_flag(5,3,1); if(y==0) set_state_continue(28);break; Link to comment Share on other sites More sharing options...
Magnificent Ornk nikki. Posted June 29, 2006 Share Posted June 29, 2006 The latest version of BoA should work - I used debug_mode recently, and I'm not running anything special. Link to comment Share on other sites More sharing options...
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