Difference between revisions of "Talk:Begin"
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imported>Scruggs |
imported>Omzy |
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Unless I'm completely off my rocker, theres a limit to the number of Begin blocks you can have in a script. I had a script with about 350 lines and 8000 characters including spaces, which is much less than the approximate script limit, but the script didn't compile until I reduced the number of Begin blocks from 36 to 16. I checked all of the blocks beforehand and they were all good to go (the blocks were OnMagicEffectHit blocks with each one specifying a different magiceffectID). I'm not sure how many blocks the limit is, since I simply removed 20 all at once, but I do believe that there is a limit.--[[User:Omzy|Omzy]] 14:06, 4 June 2007 (EDT) | Unless I'm completely off my rocker, theres a limit to the number of Begin blocks you can have in a script. I had a script with about 350 lines and 8000 characters including spaces, which is much less than the approximate script limit, but the script didn't compile until I reduced the number of Begin blocks from 36 to 16. I checked all of the blocks beforehand and they were all good to go (the blocks were OnMagicEffectHit blocks with each one specifying a different magiceffectID). I'm not sure how many blocks the limit is, since I simply removed 20 all at once, but I do believe that there is a limit.--[[User:Omzy|Omzy]] 14:06, 4 June 2007 (EDT) | ||
: There must be more to the story. A script consisting of 40+ empty gameMode or onMagicEffectHit FIDG blocks compiles fine. [[User:Scruggs|Scruggs]] 16:30, 4 June 2007 (EDT) | : There must be more to the story. A script consisting of 40+ empty gameMode or onMagicEffectHit FIDG blocks compiles fine. [[User:Scruggs|Scruggs]] 16:30, 4 June 2007 (EDT) | ||
I'm sorry, I said compile but I meant execute. In game, the script doesn't run, but the code compiles fine.--[[User:Omzy|Omzy]] 17:12, 4 June 2007 (EDT) |