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. The computer did not even freeze, slow or overflow. Indeed I just tested Lite RPG with "kill monsters" on several slaughtermaps, and the mod ran flawlessly.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. Also, a lot of other times when you kill an enemy, it doesn't trigger anything and you do not earn XP. Seems this later scenario is also the case when playing with D4T, so I guess they're uncompatible mods.