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  #1  
Old 03-26-2005, 10:18 PM
jake13jake jake13jake is offline
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Array Size Limits?

Nightmareangel, the GC Admin on Classic, recently asked me to fix a script for him. The script changes tiles in the level. I ran through it, and found out that it broke when it hit the tile array. I did a little bit of meticulous testing and found that the array would work only to 254 numbers. I was wondering whether or not this was constant. It would be nice to know if there were alternative means to scripting this, too, like having the array in a text file on the server and then having the script read tokens from the text file instead of an array.

It would also be nice to have some suggestions on how to deal with this limitation, because I'm currently working on a tile editor script that has clipboard and tolerance options. Any ideas would be appreciated.
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  #2  
Old 03-26-2005, 10:21 PM
Lance Lance is offline
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Quote:
Originally Posted by jake13jake
It would also be nice to have some suggestions on how to deal with this limitation, because I'm currently working on a tile editor script that has clipboard and tolerance options. Any ideas would be appreciated.
Perhaps use two (or more) arrays?
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  #3  
Old 03-26-2005, 10:41 PM
Admins Admins is offline
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The max array size is 10000 like for most things
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  #4  
Old 03-27-2005, 12:09 AM
Polo Polo is offline
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For standard 'setarray' arrays, I've used upwards of 1000 without any side effects...
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  #5  
Old 03-27-2005, 01:49 AM
jake13jake jake13jake is offline
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hmmm... do you think it could be because evil put hex code in the array?
NPC Code:

this.tiles_01 = {
0xBA,0xB9,0xBA,0xB9,0xBA,0xB9,0xBA,0xBB,0xCB,0x88B ,0x88B,0x88B,0x88B,0x88B,0xB8,0xB9,0xBA,0xBB,0x88B ,0x88B,0x88B,0x88B,0xB8,0xB9,0xBA,0xB9,0xBA,0xB9,0 xBA,0xBB,0xB8,0xB9,0xBA,0xBB,0xB8,0xB9,0xBA,0xB9,0 xBA,0xB9,0xBA,0xBB,0x88B,0x88B,0x88B,0xB8,0xB9,0xB A,0xBB,0x88B,0x88B,0x88B,0x88B,0x88B,0x88B,0xC8,0x B8,0xB9,0xBA,0xB9,0xBA,0xB9,0xBA,0xB9,
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0x2B9,0x2BA,0x928,0x111,0x112,0x113,0x8F,0x1FF,0x1 FF,0x1FF,0x1FF,0x1FF,0x89B,0x1FF,0x1FF,0xAC0,0x82, 0x1FF,0x1FF,0x1FF,0x1FF,0x1FF,0x1FF,0x1FF,0x1FF,0x AC0,0x8F,0x1FF,0x1FF,0x1FF,0x1FF,0xAC0,0x82,0x1FF, 0x1FF,0x1FF,0x89B,0xAC0,0x82,0x1FF,0x89B,0x1FF,0x1 FF,0x89B,0x1FF,0x89B,0xAC0,0x82,0x1FF,0x7FF,0x7FF, 0x1FF,0x89B,0x7FF,0x89B,0x7FF,0x89B,0x8F,0xD2,0xD3 ,0xD4,0xD5,0x1FF,0x1FF,
0x1FF,0x1FF,0x11C,0x8DC,0x8DC,0x8DC,0x82,0x1FF,0x7 FF,0x1FF,0x1FF,0x1FF,0x1FF,0x1FF,0x1FF,0xAC0,0x82, 0x1FF,0x1FF,0x1FF,0x1FF,0x1FF,0x1FF,0x1FF,0x1FF,0x AC0,0x82,0x1FF,0x1FF,0x1FF,0x1FF,0xAC0,0x82,0x1FF, 0x1FF,0x1FF,0x1FF,0xAC0,0x82,0x1FF,0x1FF,0x1FF,0x1 FF,0x1FF,0x1FF,0x1FF,0xAC0,0x82,0x1FF,0x7FF,0x7FF, 0x1FF,0x1FF,0x7FF,0x7FF,0x7FF,0x7FF,0xAC0,0xE2,0xE 3,0xE4,0xD5,0x1FF,0x1FF,
0x9E,0x9F,0xCD,0x8DC,0x8DC,0x8DC,0x82,0x1FF,0x7FF, 0x1FF,0x1FF,0x1FF,0x1FF,0x1FF,0x1FF,0xAC0,0x82,0x1 FF,0x1FF,0x1FF,0x1FF,0x1FF,0x1FF,0x1FF,0x1FF,0xAC0 ,0x82,0x1FF,0x1FF,0x1FF,0x1FF,0xAC0,0x82,0x1FF,0x1 FF,0x1FF,0x1FF,0xAC0,0x82,0x1FF,0x1FF,0x1FF,0x1FF, 0x1FF,0x1FF,0x1FF,0xAC0,0x82,0x1FF,0x7FF,0x7FF,0x1 FF,0x1FF,0x7FF,0x1FF,0x7FF,0x7FF,0xAC0,0xD2,0xD3,0 xD4,0xD5,0x1FF,0x1FF,
0xAF,0xAE,0xDD,0x121,0x122,0x123,0x82,0x7FF,0x1FF, 0x1FF,0x1FF,0x1FF,0x1FF,0x1FF,0x1FF,0xAC0,0x82,0x1 FF,0x1FF,0x1FF,0x7FF,0x1FF,0x1FF,0x1FF,0x1FF,0xAC0 ,0x82,0x1FF,0x7FF,0x1FF,0x7FF,0xAC0,0x82,0x1FF,0x1 FF,0x1FF,0x1FF,0xAC0,0x82,0x7FF,0x1FF,0x1FF,0x1FF, 0x1FF,0x1FF,0x1FF,0xAC0,0x82,0x1FF,0x1FF,0x1FF,0x1 FF,0x1FF,0x1FF,0x1FF,0x1FF,0x1FF,0xAC0,0xE2,0xE3,0 xE4,0xD5,0x1FF,0x1FF
};


I actually trimmed the spaces to see if that would help. I've noticed that leading zeros can sometimes break an array, too.

NPC Code:

this.colorselect = {
132, 000, 000,
206, 024, 041,
255, 000, 000,
255, 132, 132,
255, 000, 255,
132, 000, 132,
000, 000, 197,
000, 000, 255,
132, 132, 255,
000, 255, 255,
132, 255, 132,
000, 198, 000,
000, 255, 000,
255, 255, 000,
255, 173, 107,
255, 250, 246,
206, 206, 206,
132, 132, 132,
000, 000, 8
};

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  #6  
Old 03-27-2005, 07:33 PM
Admins Admins is offline
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Quote:
Originally Posted by jake13jake
hmmm... do you think it could be because evil put hex code in the array?
Hex numbers should not be a problem, should work fine with Graal script.

Quote:
Originally Posted by jake13jake
I actually trimmed the spaces to see if that would help. I've noticed that leading zeros can sometimes break an array, too.
Stuff like 000 can be a problem, its not accepted as number, must be a single zero
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Old 03-28-2005, 10:17 PM
jake13jake jake13jake is offline
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Quote:
Originally Posted by Stefan
Hex numbers should not be a problem, should work fine with Graal script.



Stuff like 000 can be a problem, its not accepted as number, must be a single zero
Nice to know. Have any idea why the hex array is breaking the script?
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Old 03-27-2005, 01:50 AM
jake13jake jake13jake is offline
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(sorry for the double post, couldn't fit this in one)

That is an array with all of the clothes RGB values. I had to trim leading zeros on the 8.
I don't know why. That array size is only 60... I think, and, also, the other script worked with leading zeros if I cut the array before it's 254th value.... Hmmm...
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Old 03-27-2005, 05:48 AM
Zero Hour Zero Hour is offline
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Wouldn't an array which reaches the max be a very ineffecient method of whatever you're trying to do...?
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Old 03-27-2005, 02:06 PM
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Quote:
Originally Posted by Zero Hour
Wouldn't an array which reaches the max be a very ineffecient method of whatever you're trying to do...?
Probably for the GC Tile Switch scripts, but for my tile editor it would probably be more efficient for cut/copy, otherwise I'd have to do some somewhat complex packing/unpacking info stuff. For the most part I'm posting about this because I know there's a good chance I may encounter it again.
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