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Bug #222

closed

I got an error when pulling the brick at the bottom of the well

Bug #222: I got an error when pulling the brick at the bottom of the well

Added by MUD 16 days ago. Updated 16 days ago.

Status:
Closed
Priority:
High
Assignee:
Start date:
01/06/2026
Due date:
% Done:

0%

Estimated time:
reported_by:
Ghost

Description

The log showed:
The brick wall begins to collapse as you pull the keystone brick out of place, revealing a large
hole.
An error has occurred. Please use the 'bug' command to report it.
The brick wall begins to collapse as you pull the keystone brick out of place, revealing a large
hole.
An error has occurred. Please use the 'bug' command to report it.
An error has occurred. Please use the 'bug' command to report it.

Last Error (might not be relevant to the report):

*Parse accepted, but no do_* function found in object /verbs/items/pull!
 Object: /secure/save/players/g/ghost (/lib/command.c) at line 88

#0: '<fake>' at /secure/save/players/g/ghost (/<driver>) at /(fake):0
#1: 'cmdAll' at /secure/save/players/g/ghost (/lib/command.c) at line 88

Updated by ion 16 days ago Actions #1

I've put a temporary fix in place to allow a user to move through the wall as it crumbles.

Updated by ion 16 days ago Actions #3

  • Priority changed from Normal to High

The temporary fix doesn't work. Stay away from the well for now.

Updated by Hilapdatus 16 days ago Actions #4

ion wrote in #note-2:

The temporary fix disables the 2nd of three messages.

For some reason, the find_object() on line 77 was breaking.

That call to find_object() should be load_object(). find_object() only returns objects loaded in memory. If that room had reset and been destructed then find_object() will return null. load_object(), on the other hand, will return the object in memory, if it exists, and load the object into memory if it doesn't.

Updated by Hilapdatus 16 days ago Actions #5

  • Status changed from New to Closed

Hilapdatus wrote in #note-4:

That call to find_object() should be load_object(). find_object() only returns objects loaded in memory. If that room had reset and been destructed then find_object() will return null. load_object(), on the other hand, will return the object in memory, if it exists, and load the object into memory if it doesn't.

Confirmed that load_object() fixes this issue. I put the code back to the way it was with find_object(), dest'd well3.c, pulled the brick, got the runtime. I then loaded well3, pulled the brick, and everything worked. To seal things up, I dest'd well3 again, changed find_object() to load_object(), pulled the brick, and made my way through the hole.

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