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Thread: Dark Link Help

  1. #1
    Here lies mero. Died by his own dumbassitude.
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    Dark Link Help

    He freezes the game when he attacks and I don't know why.
    http://pastebin.com/WTfwT9BP

    Code is 22808 characters at 808 lines, and the post limit is 15000 wow. Longest script ever award?

  2. #2
    Here lies mero. Died by his own dumbassitude.
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    Okay I need some serious help here. We have a stack overflow error. What do?
    Code:
    FFC script 1 (Darklink): Invalid ZASM command 65535 reached

  3. #3
    Username Kaiser SUCCESSOR's Avatar
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    I don't know if that is a stack overflow. Try breaking up the script into two and see if that helps.

  4. #4
    OBEY GOVERNMENT GOD ZC Developer
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    I'm a little confused as to how 65535 was run since it's not even a valid command. 0xFFFF is basically reserved. You used to get a "Stack over or underflow" error so I'm not so sure that's what it is. Hmm...


    Quote Originally Posted by Tamamo View Post
    Longest script ever award?
    Nope. In GRIKARUGUN the basic 1x1 enemy script alone is over 2100 lines and most of it looks like this:
    Code:
    if(tx<120)dir=3;if(tx>120)dir=2;init=true;enemy->CSet=6;this->CSet=6;enemy->HP=enemyHP;this->Vx=0; //etc...
    If I ran it through a code formatter it would probably be around 10,000.
    Last edited by Gleeok; 11-29-2015 at 03:14 AM.
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  5. #5
    Here lies mero. Died by his own dumbassitude.
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    I'm an idiot. That error means you have an infinite loop, and since I didn't have a jump sound nothing was playing.
    Last edited by Tamamo; 11-29-2015 at 11:12 AM.

  6. #6
    Username Kaiser SUCCESSOR's Avatar
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    Quote Originally Posted by Tamamo View Post
    I'm an idiot. That error means you have an infinite loop, and since I didn't have a jump sound nothing was playing.
    That doesn't sound right. Are you saying you found and fixed the issue? Can you elaborate?

  7. #7
    Here lies mero. Died by his own dumbassitude.
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    @SUCCESSOR
    Very well, I shall elaborate.
    Code:
            void Dodge(ffc this, npc ghost)
            {
                    Ghost_Data=GetComboOffset(this, DARKLINK_CMB_DODGE);
                    float linkangle=ArcTan(DLCenterX()-CenterLinkX(),DLCenterY()-CenterLinkY());
                    Ghost_Jump=2.8;
                    Game->PlaySound(ghost->Attributes[DARKLINK_ATTR_SFX_JUMP]);
                    while(Ghost_Z>0 || Ghost_Jump>0)
                    {
                            Ghost_MoveAtAngle(linkangle,DARKLINK_JUMP_STEP*(ghost->Step/100),3);
                            Ghost_ForceDir(OppositeDir(RadianAngleDir4(linkangle)));
                            //Missing a waitframe.
                    }
            }
            void Jump(ffc this, npc ghost)
            {
                    int dir=JumpDirection();
                    if(dir==-1)
                    {
                            Dodge(this,ghost); //this happens vary rarely
                            return;
                    }
           
                    Ghost_Jump=DARKLINK_JUMP_VELOCITY;
                    Game->PlaySound(ghost->Attributes[DARKLINK_ATTR_SFX_JUMP]);
                    while(Ghost_Z>0 || Ghost_Jump>0)
                    {
                            Ghost_Move(dir,DARKLINK_JUMP_STEP*(ghost->Step/100),3);
                            Ghost_ForceDir(OppositeDir(dir));
                            //Missing a waitframe.
                    }
            }
    This caused an infinite loop, more so the sword sprite was blank so it didn't appear so I was mistaken which part was causing the problem.
    Last edited by Tamamo; 11-30-2015 at 11:01 AM.

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