Here is the link to the broken map. The test map has four warriors and four monsters that were going to show the loot duration issue. also this is the same loot effect that crashed the game before. Lastly this is the test map that crashed the game when attempting to erase units. To recreate that, take the cursor off the units to a blank spot, get the units list to none for erasing, and then try to hit the period or slash key to go to the various units. It should crash. Also, I would that you did NOT put this on the map pack page. It is not even enough for a much of anything. If you want to look around the map, then check out the four diffrent chambers where the elementals are. The dungeon is symetrical, and is only half completed, but in each corner tunnel is a room for fire, ice, wind and earth. Other then that, there is a fountain of healing to the right where people fill up their healing potions, and there is a potion distillery to the left for spell casters to carry extra magic go juice for their arcane talents. al "The truth will set you free" Jesus Christ of Nazareth 33A.D. ----- Original Message ----- From: Allan Thompson To: ian-reeds-games@xxxxxxxxxxxxx Sent: Monday, January 28, 2013 5:58 PM Subject: [ian-reeds-games] Re: dev 4 some bugs This was weird. I got this error while working on a test map. I selected unit, then selected none to erase some units. I then pressed the period key to go thru the various units and it crashed on me. This is the same map as before. --------------------------- --------------------------- 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.Collections.Generic.KeyNotFoundException: The given key was not present in the dictionary. at System.ThrowHelper.ThrowKeyNotFoundException() at System.Collections.Generic.Dictionary`2.get_Item(TKey key) at Game.Map.get_CurrentTeam() in C:\Data\Recent\TacticalRPG\TacticalRPG\Map.cs:line 19 at Game.Battle.MoveToNextFriendlyUnit(Unit u) in C:\Data\Recent\TacticalRPG\TacticalRPG\States\Battle.cs:line 317 at Game.Battle.HandleUnitAndTileKeys(Unit u, Tile t, Keys k) in C:\Data\Recent\TacticalRPG\TacticalRPG\States\Battle.cs:line 154 at Game.MapEditor.Process(World ent) in C:\Data\Recent\TacticalRPG\TacticalRPG\States\MapEditor.cs:line 80 at Game.StateMachine`1.Process() in C:\Data\Recent\TacticalRPG\TacticalRPG\StateMachine.cs:line 36 at Game.Form1.RunGameLoop(Boolean keyPressed) in C:\Data\Recent\TacticalRPG\TacticalRPG\Form1.cs:line 124 at Game.Form1.Form1_KeyDown(Object sender, KeyEventArgs e) in C:\Data\Recent\TacticalRPG\TacticalRPG\Form1.cs:line 141 at System.Windows.Forms.Control.OnKeyDown(KeyEventArgs e) at System.Windows.Forms.Control.ProcessKeyEventArgs(Message& m) at System.Windows.Forms.Control.ProcessKeyMessage(Message& m) at System.Windows.Forms.Control.WmKeyChar(Message& m) at System.Windows.Forms.Control.WndProc(Message& m) at System.Windows.Forms.ScrollableControl.WndProc(Message& m) at System.Windows.Forms.ContainerControl.WndProc(Message& m) at System.Windows.Forms.Form.WndProc(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m) at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m) at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam) --------------------------- OK --------------------------- "The truth will set you free" Jesus Christ of Nazareth 33A.D. ----- Original Message ----- From: Allan Thompson To: ian-reeds-games@freelist Sent: Monday, January 28, 2013 5:03 PM Subject: [ian-reeds-games] dev 4 some bugs Ok, here is what I got so far. You might have an error from me where it crashed the game. I was attempting to create a splash in an effect that would, upon a monsters death, do a splash that would give the player unit gold. First time it crashed, so I looked at the file, saw that the splash range was after splash inflict, thought about how the point_current flag works and reversed them so that the splash range was in front. That seemed to work, but it could also be a fluke, so you might want to try it out for yourself. I will put the map pack into drop box soon so it can get downloaded and tested if you need to try it that way. The second bug involves duration=0 in the same effect as before. When you set duration to 0, it starts counting down into negatives, while keeping the effect up and running. It does seem to work quite well for duration of 1 however. al "The truth will set you free" Jesus Christ of Nazareth 33A.D.