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Soranya

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The set_variable command is throwing up an error in the error log when -debugscripts is activated, however in game the script that is causing the error is fully functional, the variable is set and can be changed and checked perfectly well. This suggests the error is a potential false report.

[effect.cpp:7382]: Assert failed for 'set_variable': false
 
Last edited by a moderator:
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Groogy

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The set_variable command is throwing up an error in the error log when -debugscripts is activated, however in game the script that is causing the error is fully functional, the variable is set and can be changed and checked perfectly well. This suggests the error is a potential false report.

[effect.cpp:7382]: Assert failed for 'set_variable': false

No it is working perfectly fine, the statement is literally doing nothing because the scope is invalid and thus asserting. If you show me the script I can probably even point out exactly what is wrong as well.
 

Soranya

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Code:
character_event = {
	id = sora_miscevents.1
	is_triggered_only = yes
	desc = TestEvent
	picture = "GFX_evt_torture"	
		
	option = {
		set_variable = { which = "Variable" value = 10 }
		
		name = "Set Variable"
	}
	option = {
		trigger = {
			check_variable = { which = "Variable" value = 5 }
		}
	
		name = "Is Set"
	}
}

I did test with this event - i started a new game - fired the event with the console two times:

First i only got the first Option (used this)
then fired again:
Bothe options are avaible (Variable is set)

Error log non the less does show:
Code:
[effect.cpp:7382]: Assert failed for 'set_variable': false
[event.cpp:369]: Previous assert occured in Event '7400001'.

I just started the new game - fired the events and quit, i didnt unpause or anything. Just starting the game sitting there for a minute and quit doesnt cause the error to appear.
The Event number is correct too (74 is assinged to sora_miscevents)

I also did check the savegame and the variable does exist there aswell.
 
Last edited:

Soranya

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I tested the code above in an completly empty Mod (beside one file with the code) - the Results are the same.
So either there is a severe error in the Way i do use this command or there is a bug somewhere hidden :(