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Break actions when they need too many conditions #31
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This workaround isn't effective for me. This code:
only puts the players in the throneroom, it doesn't move claudius or gertrude. With the continue commented out, I get
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Another possible clue? Replacing continue occur 0% with set_counter 1 produces the same behavior: the game compiles but the full list of actions doesn't take place. (in any event, more informative error messages would also be appreciated here. It's not always clear at all where the problematic condition is!) |
At present, if an action or occurrence has too many instructions associated with it, the ScottKit compiler will automatically break it into a sequence of actions, all but the last finishing with an inserted
continue
.We also need to do something analogous when we have an action or occurrence with too many conditions. If we use something like
saying:
But you can work around that by inserting
continue occur 0%
between the second and third actions.The compiler should do this for you.
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