Wheeeee, I also just got this one! While killing a unit right in front of the one that refuses to die even though it has 0 hp. I've been using this attack for over a month, and I haven't modified it at all since I made it, and it's never given me an error before so I don't think that's what the problem is. --------------------------- --------------------------- An error has occurred. Please notify the game creator of this error. You can copy the entire error to your clipboard by pressing control + C. Then you can paste it into an email by pressing control + V and send the email to support@xxxxxxxxxxxxxxxxxxx. System.NullReferenceException: Object reference not set to an instance of an object. at Ian.AP.HandleEndOfPerformSkill(SkillOrItemBase soib, Unit curUnit, Tile t, Unit u, Boolean success, List`1 appliedEffects, List`1 splashAppliedEffects) in C:\Data\Recent\Games\TacticalBattle\ActionPerformer.cs:line 521 at Ian.AP.PerformSkill(SkillOrItemBase soib, Unit curUnit, Unit targetUnit, Tile target, Item item, Boolean speakAsync, Boolean suppressSpeech, Boolean announceCoords, Boolean receivedFromServer, Boolean suppressSound) in C:\Data\Recent\Games\TacticalBattle\ActionPerformer.cs:line 216 at Ian.BattleAction.Process(TBGlobal ent) in C:\Data\Recent\Games\TacticalBattle\TBStates\BattleAction.cs:line 43 at Ian.SceneMachine`1.Process(T ent) in C:\Data\Recent\Games\GameEngine\SceneMachine.cs:line 50 at Ian.TBGlobal.ProcessScene() in C:\Data\Recent\Games\TacticalBattle\TBGlobal.cs:line 73 at Ian.GL.InnerSingleLoop(IHaveGameEngineStuff ent) in C:\Data\Recent\Games\GameEngine\GameLoop.cs:line 189 at Ian.GL.RunSingleLoop(IHaveGameEngineStuff ent) in C:\Data\Recent\Games\GameEngine\GameLoop.cs:line 119 at Ian.GameWindow.RunGameLoop(Boolean keyPressed) in C:\Data\Recent\Games\GameEngine\GameWindow.cs:line 126 at Ian.GameWindow.GameLoopTimer_Tick(Object sender, EventArgs e) in C:\Data\Recent\Games\GameEngine\GameWindow.cs:line 266 at System.Windows.Forms.Timer.OnTick(EventArgs e) at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) --------------------------- OK --------------------------- Skill 10 |flags description A massively powerful storm that will damage units up to 3 tiles away. Costs 7 AP's and 20 mana. Key is m. enemy hp_inflict=300r350|air,200|lightning,100|water hp_splash_inflict=200|air,100|lightning,50|water life_force_inflict=250r300 AP's_cost=7 mana_cost=20 range=7 min_range=3 splash_range=3 key=m effects=shock,static,wet splash_effects=static,wet not_useable_on=shadow_king,sneaky_ninja,incorporeal_wraith,invisible_necromancer,castle_gate,cell_door,door,dungeon_door,locked_door,great_locked_door,carved_black_pillar,mismatched_wall,volcano sound=mighty_storm |script_flags success_message {0} closes their eyes and chants a long incantation and throws their hands upwards. A bolt of lightning erupts into the sky from one palm and seems to split into many smaller bolts, while an orb of energy erupts from the other. The wind picks up and heavy rain starts to fall. With a shout, {0} brings their hand down, pointing at {1}. At that, the full force of the storm crashes down upon {1}. critical_hit_chance 85% critical_hit_effect death critical_hit_message The wrath of {0}'s storm was too great. {1} falls to the ground, writhing in agony for a moment, before laying still. On 12/16/14, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote: > I was curious, because I think on that map I had over 200 enemies on a > 40 by 50 map. It takes a while for the battle log to load, and the > game window says it's not responding for a while before the log comes > up, that's why I thought the game might have a limit. Then it crashed > last night when waiting for the log to load after six or seven turns. > > I have both an explode damage type and an explode point type. If > that's a problem I could easily just rename one... > Explode causes the explode points to go down to zero, and I have that > point set to at_zero=explode, yes. > Also if I use other skills that bring down the explode points as alone > or along with hp--fireball, for example--it causes the same affect. > Could it be because I have a row of the exploding units and the attack > could take out the whole row when the explosion causes the > explode_splash_effect? > > And the corruption message in the error log? Is there anything to > worry about there, or is that just because of this, too? Seems I only > get it when targeting the units that can explode, but I want to double > check just in case. > > > > On 12/16/14, Ian Reed <support@xxxxxxxxxxxxxxxxxxx> wrote: >> Not sure about any limit on units. >> >> This crash seems to be due to infinite recursion. >> >> What are you expecting this line to do in the effect? >> explode_splash_inflict=4 >> >> Do you have an explode point type *and* an explode damage type? >> >> Are you causing explode when the unit dies? >> Perhaps the unit dies, causes explode, and somehow triggers a death like >> event that causes explode again, thereby causing the infinite recursion. >> >> Maybe this is a bug in how unit death and the skills it causes occur. >> Can you narrow down which flags seem to cause it? >> Perhaps turn it into a simplified map that Craig or I can quickly >> reproduce the problem in? >> >> ~ Ian Reed >> >> >> On 12/16/2014 8:44 AM, Monkey wrote: >>> Damn, I haven't seen this one before. >>> >>> I got this error. >>> >> <<truncated due to size>> >> >> >> > > > -- > -Mew > __________ > http://www.savethefrogs.com/ > -- -Mew __________ http://www.savethefrogs.com/