Load the save game then try to open the trapped container. This usually results in a Segmentation fault. The crash seems to be related to whether the skeletons around are killed before or after opening container.
The crash occurrs when the player starts to approach the container, before they actually open it. Probably the crash happens when one of the skeletons sees and attacks the nearby player.
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This is some trap effect fired by the container (script).
I think it is because of the caster is not an actor and the effect opcode tries to modify a stat in the caster (good case, simple, opcode needs a check)
Or, the target is not found, in which case the target defaults back to the caster (worst case, more than one bug, targeting needs to be fixed)
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stdout
The crash occurrs when the player starts to approach the container, before they actually open it. Probably the crash happens when one of the skeletons sees and attacks the nearby player.
backtrace
Running Getdeb.net package 0.6.3-1~getdeb1 on Ubuntu 10.10 64bit.
This is some trap effect fired by the container (script).
I think it is because of the caster is not an actor and the effect opcode tries to modify a stat in the caster (good case, simple, opcode needs a check)
Or, the target is not found, in which case the target defaults back to the caster (worst case, more than one bug, targeting needs to be fixed)
The console log is sadly not usable, the most important part is missing: Searching for SPW....
SPW... is the trap spell causing the bug :)
Ah, so it is the trap itself. Would it be helpful to log the output again?
second try - copied directly from terminal
<fuzzie> [...] spwi021.spl, TRAP_SLEEP
<fuzzie> spell has fx_pause_target with FX_TARGET_SELF, which calls STAT_MOD(IE_CASTERHOLD)
fixed, but you'll have to wait for the next release or build gemrb yourself.
Will try building it and test, thanks!
That fixed it, thanks! It is nice to have the scroll of haste from the container :)