I moved the discussion concerning changing walls via logic block to this new thread.
I thought that the numbers were matching up, but the tabs in the editor were showing the wrong number . Since this is apparently not the case, I think this is a bit bigger deal now.
the wall numbering is still shifted by one in the editor.The editor is supposed to number the walls starting with one. Ordinals.
Did you define the global variable that says you want your
scripts to use numbers starting with zero? Indexes.
Paul, you are just surpassing my limits...
This is what I understand (sorry for redundancies to earlier posts, but I guess the problem is still unclear, and the topic might be interesting for "newcomers", too):
The 1st screenshot below shows how you can change walls via the logic block event, and the 2nd shows what the wall menu looks like in 0.914. As you can see, the walls are numbered 1-16, 17-32, and so on in the tabs of the wall menu. It is the same way in the newer DC versions.
SET LEVEL ASL "$WALL,1,1,E=2" sets the wall in the East of square 1,1 in the level the party currently visits to a wall in the wall menu.
The difference is this:
In DC0.914, "$WALL,1,1,E=2" results in wall number 3 being shown in game. This is probably because the old editor numbers the walls starting with 0.
In DC2.x, "$WALL,1,1,E=2" results in wall number 2 being shown in game. Obviously the newer editor numbers the walls starting with 1, as Paul stated above.
When importing a level from a design made in 0.914 to newer editor versions, this results in the "wrong" wall being depicted. This is what I meant by "shifted by one" in my earlier post.
This can be a problem when importing old designs which contain numerous logic blocks changing walls.