HELP!!!

Error message

Deprecated function: implode(): Passing glue string after array is deprecated. Swap the parameters in drupal_get_feeds() (line 394 of /var/www/pied-piper.ermarian.net/includes/common.inc).
AuthorTopic: HELP!!!
Apprentice
Member # 4268
Profile #0
I can't get my Special Encounter Rectangles to work!!

I'm trying to make a trapdoor leading down under my town and it doesn't seem to even read the state!
What am I doing wrong!

The Script (In Townscript)

beginstate 10;

block_entry(1);
move_to_new_town(1,7,11);
break;

Help me please! :confused:

[ Thursday, April 15, 2004 19:21: Message edited by: Drakon Master ]

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He strikes silently with large claws..........and webbed feet!
Posts: 24 | Registered: Thursday, April 15 2004 07:00
Off With Their Heads
Member # 4045
Profile Homepage #1
The code looks good... did you go to "Town Details" in the Town menu and set the script file to be the text file that you want it to be?

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Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Apprentice
Member # 4168
Profile #2
Did you set the special encounter node to 10 in the editor?

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Guyute was the ugly pig who walked on me and danced a jig that he had learned when he was six - then stopped and did some other tricks. Like pulling weapons from his coat and holding them against my throat. He lectured me in language strange - then scampered quickly out of range.
Posts: 24 | Registered: Sunday, March 28 2004 08:00
Shock Trooper
Member # 4180
Profile #3
They covered the obvious, but if you want to make SURE whether your state 10 is ever being called or not, you can always put something like:

message_dialog("Yep, it's being called...", "");

as the first line of the state. If you don't see the dialog, it's not making it to your script.

-spyderbytes

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00
Apprentice
Member # 4268
Profile #4
yes and yes. but it keeps telling me when i test it that the state can't be found

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He strikes silently with large claws..........and webbed feet!
Posts: 24 | Registered: Thursday, April 15 2004 07:00
Apprentice
Member # 4268
Profile #5
Ok thanks that helped! Now I know what the problem is.
It was the state number.
It was right but it didn't load properly till I "refreshed" it by deleting the the special encounter and starting it again.
:) SO THANX

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He strikes silently with large claws..........and webbed feet!
Posts: 24 | Registered: Thursday, April 15 2004 07:00
Shock Trooper
Member # 4180
Profile #6
Please don't be insulted that I'm asking this. I just think it has to be something quite basic. Do you have something like:

begintownscript;

variables;

body;
at the top of your town script? You have to tell the interpreter what kind of script this is and where the body of the script begins.

You might try posting the full script here to see if any of us can spot problems...

-spyderbytes

EDIT: You solved it while I was typing. Good. :)

[ Thursday, April 15, 2004 19:57: Message edited by: spyderbytes ]

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-spyderbytes
Posts: 200 | Registered: Wednesday, March 31 2004 08:00