I've played other RPG mods that relied on ACS_ExecuteAlway / ACS_NamedExecuteAlways before, including my own, and never had the problem people are complaining here about, even if 1000+ monsters died at the same time.monkeybtm6 wrote:Im going to have to fix all these script overflow bugs people are getting i feel, will require extensive recoding of the entire experience system though so do bare with me.

May it be that, somehow, a faulty script / function is giving too much XP and the player's leveling without control? Either that or the calculation of Nextlevel is giving a very low number. I've been reviewing the code posted on GitHub and it seems plausible given this snippet of code:
Code: Select all
While(CheckInventory("Experience") >= Nextlevel && LVL <= Maxlevel)
{
GiveInventory("Playerlevel", 1);
TakeInventory("Experience",Nextlevel);
...
}
EDIT:
Indeed it happened just as I expected. Playing with Brutal Doom v19 vanilla I got to reproduce the error. Sometimes after killing a monster, the Nextlevel variable is set to 0 which causes the runaway script and max leveling.
