Which I take to mean that "GO object" will be turned into "GO TO object" if object is not a direction.
But from what I can tell, PRSO isn't set by "GO object" so it re-uses the previous value. Which means that if the previous command was one that sets PRSO to 0, it will cause an trigger an error when V-WALK-TO checks if PRSO is present.
The quickest way I've found to trigger this from the start of the game is:
>STAND
You are on your own feet again.
The alarm bell on the mass detector is ringing stridently.
>INVENTORY
You are empty handed.
The alarm bell on the mass detector is ringing stridently.
>GO BUNK
Warning: @jin called with object 0 (PC = 7b78) (will ignore further occurrences)
You should supply a direction!
The alarm bell on the mass detector is ringing stridently.
The "INVENTORY" command is what sets PRSO to 0.
This bug almost certainly affects other games as well. I think I was able to trigger it in Infidel, at the very least.
This one is a bit strange.
V-WALK
has a special case for whenP-WALK-DIR
was not set:Which I take to mean that "GO object" will be turned into "GO TO object" if object is not a direction.
But from what I can tell,
PRSO
isn't set by "GO object" so it re-uses the previous value. Which means that if the previous command was one that setsPRSO
to 0, it will cause an trigger an error whenV-WALK-TO
checks ifPRSO
is present.The quickest way I've found to trigger this from the start of the game is:
The "INVENTORY" command is what sets
PRSO
to 0.This bug almost certainly affects other games as well. I think I was able to trigger it in Infidel, at the very least.