Crash caused by signal #11: Segmentation fault Version: Dungeon Crawl Stone Soup 0.34.1-3-ga2c7840dd7 Platform: unix Bits: 64 Game mode: tutorial Tiles: online Seed: 7087737434910715972, deterministic pregen: 1 Command line: /usr/games/crawl-0.34 -name jygsb -rc /dgldir/rcfiles/crawl-0.34/jygsb.rc -macro /dgldir/rcfiles/crawl-0.34/jygsb.macro -morgue /dgldir/morgue/jygsb/ -tutorial -webtiles-socket /crawl-master/webserver/sockets/jygsb:2026-04-06.08:25:07.sock -await-connection RC options: restart_after_game = false Crash caused by signal #11: Segmentation fault Obtained 13 stack frames. /usr/games/crawl-0.34(_Z17write_stack_traceP8_IO_FILE+0x3e) [0x59dfad786e0e]: write_stack_trace(_IO_FILE*) /usr/games/crawl-0.34(_Z13do_crash_dumpv+0x43a) [0x59dfad79506a]: do_crash_dump() /usr/games/crawl-0.34(_Z20crash_signal_handleri+0x1fa) [0x59dfad7872ea]: crash_signal_handler(int) /lib/x86_64-linux-gnu/libc.so.6(+0x45330) [0x79df08c01330]: /lib/x86_64-linux-gnu/libc.so.6(isspace+0x12) [0x79df08bf76a2]: /usr/games/crawl-0.34(_Z18prompt_invent_itemPKc9menu_typei15operation_types13enum_bitfieldI14invprompt_flagLin1EEc+0x2a0) [0x59dfad9a1ee0]: prompt_invent_item(char const*, menu_type, int, operation_types, enum_bitfield, char) /usr/games/crawl-0.34(_Z19fire_item_no_quiverP4dist+0x185) [0x59dfade4e4e5]: fire_item_no_quiver(dist*) /usr/games/crawl-0.34(+0xcc3802) [0x59dfadf54802]: /usr/games/crawl-0.34(+0xcc4245) [0x59dfadf55245]: /usr/games/crawl-0.34(main+0x1f7) [0x59dfad6b8907]: /lib/x86_64-linux-gnu/libc.so.6(+0x2a1ca) [0x79df08be61ca]: /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x8b) [0x79df08be628b]: /usr/games/crawl-0.34(_start+0x25) [0x59dfad6b93f5]: Trying to run gdb. GNU gdb (Ubuntu 15.0.50.20240403-0ubuntu1) 15.0.50.20240403-git Copyright (C) 2024 Free Software Foundation, Inc. License GPLv3+: GNU GPL version 3 or later This is free software: you are free to change and redistribute it. There is NO WARRANTY, to the extent permitted by law. Type "show copying" and "show warranty" for details. This GDB was configured as "x86_64-linux-gnu". Type "show configuration" for configuration details. For bug reporting instructions, please see: . Find the GDB manual and other documentation resources online at: . For help, type "help". Type "apropos word" to search for commands related to "word". [Thread debugging using libthread_db enabled] Using host libthread_db library "/lib/x86_64-linux-gnu/libthread_db.so.1". 0x000079df08ccc7d7 in __GI___wait4 (pid=636295, stat_loc=0x0, options=0, usage=0x0) at ../sysdeps/unix/sysv/linux/wait4.c:30 #0 0x000079df08ccc7d7 in __GI___wait4 (pid=636295, stat_loc=0x0, options=0, usage=0x0) at ../sysdeps/unix/sysv/linux/wait4.c:30 sc_ret = -512 sc_ret = #1 0x000059dfad7874bc in call_gdb (file=0x79df08dc04e0 <_IO_2_1_stderr_>) at crash.cc:438 gdb = attach_cmd = "attach 601516\000\000\000\000\000\000" #2 0x000059dfad795088 in do_crash_dump () at dbg-asrt.cc:673 t = 1775464257 dir = "/dgldir/morgue/jygsb/" name = "/dgldir/morgue/jygsb/crash-jygsb-20260406-083057.txt", '\000' signal_info = "Crash caused by signal #11: Segmentation fault" cause_msg = "Crash caused by signal #11: Segmentation fault" file = 0x79df08dc04e0 <_IO_2_1_stderr_> #3 0x000059dfad7872ea in crash_signal_handler (sig_num=11) at crash.cc:198 No locals. #4 No locals. #5 0x000079df08bf76a2 in isspace (c=-1004) at ./ctype/ctype.c:34 Compilation info: <<<<<<<<<<< Compiled with GCC 13.3.0 Build platform: x86_64-linux-gnu Platform: x86_64-linux-gnu CFLAGS: -O2 -pipe -DUSE_TILE -DUSE_TILE_WEB -Wall -Wformat-security -Wundef -Wextra -Wno-missing-field-initializers -Wno-implicit-fallthrough -Wno-type-limits -Wno-uninitialized -Wno-array-bounds -Wno-format-zero-length -Wmissing-declarations -Wredundant-decls -Wno-parentheses -Wwrite-strings -Wshadow -pedantic -Wuninitialized -Iutil -I. -isystem contrib/install/x86_64-linux-gnu/include -g -DWIZARD -DASSERTS -DREGEX_PCRE -DCLUA_BINDINGS -DDGAMELAUNCH -DSAVE_DIR_PATH="/crawl-master/crawl-0.34/saves" -DDATA_DIR_PATH="/crawl-master/crawl-0.34/data/" -DWEB_DIR_PATH="/crawl-master/crawl-0.34/data/web/" -D_DEFAULT_SOURCE -D_XOPEN_SOURCE=600 LDFLAGS: -rdynamic -fuse-ld=gold -O2 >>>>>>>>>>> Place info: branch = 0, depth = 2 Level id: D:2 Level build method = random_map_for_place, level layout type = encompass, absdepth0 = 1 Level vaults: tutorial_lesson2_level2 Markers: <<<<<<<<<<<<<<<<<<<<<< >>>>>>>>>>>>>>>>>>>>>> Messages: <<<<<<<<<<<<<<<<<<<<<< This lesson will teach you about monsters and fighting. First, we need a weapon! Go and grab the one lying over there. You can reread all messages at any time with [Ctrl-P]. Also, press [Space] to clear the --more-- prompts. Found a quarterstaff. Found a staircase leading out of the dungeon. Pick up this weapon with [,] or [g] and then wield it with [e]. You see here a +0 quarterstaff. What level of the Dungeon? (default 1, ? - help) There is a staircase leading out of the dungeon here. Pick up this weapon with [,] or [g] and then wield it with [e]. You see here a +0 quarterstaff. You are a level 1 Human Fighter. You are 0% of the way to level 2. Play time: 00:00:22 (9 turns). Zot will find you in 5991 turns if you stay in this branch and explore no new floors. Pick up this weapon with [,] or [g] and then wield it with [e]. You see here a +0 quarterstaff. What level of the Dungeon? (default 1, ? - help) Okay, then. Pick up this weapon with [,] or [g] and then wield it with [e]. You see here a +0 quarterstaff. You are a level 1 Human Fighter. You are 0% of the way to level 2. Play time: 00:00:37 (13 turns). Zot will find you in 5987 turns if you stay in this branch and explore no new floors. Pick up this weapon with [,] or [g] and then wield it with [e]. You see here a +0 quarterstaff. b - a +0 quarterstaff You open the door. You encounter a training dummy. It is wielding a +0 whip. To attack a monster with your bare hands or wielded weapon, simply walk into it. There is an open door here. The training dummy misses you. You hit the training dummy. The training dummy is moderately damaged. You hit the training dummy. The training dummy is almost destroyed. The training dummy closely misses you. You hit the training dummy but do no damage. The training dummy is almost destroyed. The training dummy barely misses you. You are a level 1 Human Fighter. You are 0% of the way to level 2. Play time: 00:00:57 (24 turns). Zot will find you in 5976 turns if you stay in this branch and explore no new floors. There are no items here. There are no items here. You hit the training dummy. You destroy the training dummy! You have reached level 2! Well done! Reaching a new experience level is always a nice event. You get more health and magic points, and occasionally increases to your attributes: strength, intelligence, and dexterity. You see here a +0 whip. c - a +0 whip There's nothing to close nearby. You start removing your armour. You continue removing your +0 robe. x5 You finish removing your +0 robe. You aren't wearing anything. You aren't wearing anything. You aren't wearing anything. There are no items here. You start putting on your armour. You continue putting on your +0 robe. x5 You finish putting on your +0 robe. You don't know any spells. You are a level 2 Human Fighter. You are 4% of the way to level 3. Play time: 00:02:20 (41 turns). Zot will find you in 5961 turns if you stay in this branch and explore no new floors. You are a level 2 Human Fighter. You are 4% of the way to level 3. Play time: 00:02:22 (43 turns). Zot will find you in 5959 turns if you stay in this branch and explore no new floors. You are a level 2 Human Fighter. You are 4% of the way to level 3. Play time: 00:02:23 (44 turns). Zot will find you in 5958 turns if you stay in this branch and explore no new floors. b - a +0 quarterstaff (weapon) Very good! You can heal by resting with [5]. This will make you rest until your health is full, but will be interrupted by important events. You start waiting. Done waiting. You open the door. You encounter a rat. There is an open door here. You barely miss the rat. The rat closely misses you. Unknown command. You hit the rat. The rat is severely wounded. The rat barely misses you. x2 You hit the rat. You kill the rat! You see here a rat corpse. There are no objects that can be picked up here. a rat corpse You see here a rat corpse. There are no objects that can be picked up here. a rat corpse There are no objects that can be picked up here. a rat corpse There are no items here. You see here a rat corpse. Okay, then. You see here a rat corpse. There are no objects that can be picked up here. a rat corpse There are no objects that can be picked up here. a rat corpse There are no objects that can be picked up here. a rat corpse There are no objects that can be picked up here. a rat corpse There are no objects that can be picked up here. a rat corpse Okay, then. You are a level 2 Human Fighter. You are 8% of the way to level 3. Play time: 00:03:17 (172 turns). Zot will find you in 5829 turns if you stay in this branch and explore no new floors. You open the door. You encounter 3 rats. The rat squeaks loudly. Rather than storm the room and get swarmed by monsters, you can also step back and wait (with [.]) for them to come to you. The rat squeaks loudly. There is an open door here. Rather than storm the room and get swarmed by monsters, you can also step back and wait (with [.]) for them to come to you. There is an open door here. You hit the rat. You kill the rat! You sock the rat! You kill the rat! You hit the rat. The rat is heavily wounded. The rat bites you but does no damage. The rat closely misses you. You hit the rat. You kill the rat! Things that are here: a rat corpse; a rat corpse; a rat corpse Things that are here: a rat corpse; a rat corpse; a rat corpse There are no objects that can be picked up here. a rat corpse x3 There are no objects that can be picked up here. a rat corpse x3 There are no objects that can be picked up here. a rat corpse x3 Examine these monsters (by pressing [x] to enter examine mode, and then [+] to cycle through nearby monsters) and compare their descriptions (by pressing [v] while selecting them in examine mode) to find out which of these cages is safer to fight through. You encounter a jackal and a wyvern. Found a stone staircase leading down. The jackal barks! You open the door. You barely miss the jackal. The jackal bites you. The jackal closely misses you. The jackal closely misses you. You sock the jackal! You kill the jackal! You see here a jackal corpse. There are no objects that can be picked up here. a jackal corpse You see here a jackal corpse. There is an open door here. You open the door. There is an open door here. Remember, you can rest up with [5]. Well done! After resting to full health continue to the next level with [>]. There is a stone staircase leading down here. You climb downwards. Remember: You can reread old messages with [Ctrl-P]. Found 10 boomerangs. There is a stone staircase leading up here. Now, for ranged combat! Pick up these boomerangs with [,] or [g] and continue. You see here 10 boomerangs. d - 10 boomerangs Okay, then. You drop 10 boomerangs. You can fire your boomerangs at a monster with [f]. To confirm the auto-targeted monster, press [f] or [Enter]. You can skip this and fire at the closest monster with [shift-tab] or [p]. The training dummy throws a stone. The stone hits you but does no damage. You see here 10 boomerangs. No item to drop. Okay, then. d - 10 boomerangs Okay, then. You can fire your boomerangs at a monster with [f]. To confirm the auto-targeted monster, press [f] or [Enter]. You can skip this and fire at the closest monster with [shift-tab] or [p]. Okay, then. The training dummy throws a stone. The stone barely misses you. Throw: 10 boomerangs Press: ? - help, Shift-Dir - straight line Aim: a training dummy, quivering stones (98% to hit) You throw a boomerang. The boomerang hits the training dummy and shatters for extra damage. The training dummy is heavily damaged. The training dummy throws a stone. The stone hits you. The training dummy throws a stone. The stone hits you. Throw: 9 boomerangs Press: ? - help, Shift-Dir - straight line Aim: a training dummy, quivering stones (heavily damaged, 98% to hit) You throw a boomerang. The boomerang hits the training dummy. You destroy the training dummy! You enter the shallow water. Moving in this stuff is going to be slow. Why would you want to do that? You enter the shallow water. Moving in this stuff is going to be slow. Why would you want to do that? Remember, you can rest up with [5]. Remember that you can autoexplore using [o]. Found a shortbow. Pick up this shortbow and wield it with [e]. You see here a +0 shortbow. e - a +0 shortbow You are a level 2 Human Fighter. You are 62% of the way to level 3. Play time: 00:04:57 (277 turns). Zot will find you in 11720 turns if you stay in this branch and explore no new floors. You unwield your +0 quarterstaff. e - a +0 shortbow (weapon) Firing arrows from your wielded shortbow works a bit differently from throwing boomerangs. Use [v]. You can change the targeted monster by pressing [+] while in target mode. The worm is harmless behind the lava, so concentrate on the dummy which can fire at you. Again, confirm your choice with [f] or [Enter]. You encounter a worm. The training dummy throws a stone. The stone hits you but does no damage. You aren't carrying any items that you can evoke. You enter the shallow water. Moving in this stuff is going to be slow. The training dummy throws a stone. The stone barely misses you. You aren't carrying any items that you can evoke. The training dummy throws a stone. The stone closely misses you. The training dummy throws a stone. The stone barely misses you. Why would you want to do that? Why would you want to do that? The training dummy throws a stone. The stone hits you. You aren't carrying any items that you can evoke. You aren't carrying any items that you can evoke. You aren't carrying any items that you can evoke. You aren't carrying any items that you can evoke. You aren't carrying any items that you can evoke. You aren't carrying any items that you can evoke. You aren't carrying any items that you can evoke. You aren't carrying any items that you can evoke. You aren't carrying any items that you can evoke. Unknown command. You aren't carrying any items that you can evoke. WARNING: ABOUT TO ENTER EXPLORE MODE! In explore mode, death is optional. Once you set a character to explore mode, you can't switch back. If you continue, your game will not be scored! Do you really want to enter explore mode? (Confirm with "explore".) Okay, then. You unwield your +0 shortbow. e - a +0 shortbow (weapon) You enter the shallow water. Moving in this stuff is going to be slow. You are a level 2 Human Fighter. You are 62% of the way to level 3. Play time: 00:05:41 (300 turns). Zot will find you in 11697 turns if you stay in this branch and explore no new floors. You are a level 2 Human Fighter. You are 62% of the way to level 3. Play time: 00:05:41 (300 turns). Zot will find you in 11697 turns if you stay in this branch and explore no new floors. Unknown command. You don't have any such object. Fire/throw/use which item? (? for menu, Esc to quit) You don't have any such object. Fire/throw/use which item? (? for menu, Esc to quit) You don't have any such object. Fire/throw/use which item? (? for menu, Esc to quit) You don't have any such object. Fire/throw/use which item? (? for menu, Esc to quit) You don't have any such object. Fire/throw/use which item? (? for menu, Esc to quit) You don't have any such object. Fire/throw/use which item? (? for menu, Esc to quit) >>>>>>>>>>>>>>>>>>>>>> Version history: Game started: 0.34.1-3-ga2c7840dd7 Game state: mouse_enabled: 0, waiting_for_command: 0, terminal_resized: 0 io_inited: 1, need_save: 1, saving_game: 0, updating_scores: 0: seen_hups: 1, map_stat_gen: 0, type: 2, arena_suspended: 0 prev_cmd = CMD_FIRE_ITEM_NO_QUIVER repeat_cmd = CMD_NO_CMD Player: {{{{{{{{{{{ Name: [jygsb] Species: Human Job: Fighter HP: 22/24; mods: 0/0 MP: 4/4; mod: 2 Stats: 16 8 12 Position: (32, 38), god: No God (0), turn_is_over: 0, banished: 0 Standing on/in/over feature: some shallow water Skills (mode: auto) Name | can_currently_train | train | training | level | points | progress Fighting | X | 1 | 37 | 3 | 363 | 63/200 Short Blades | X | 1 | 0 | 0 | 0 | 0/50 Long Blades | X | 1 | 0 | 0 | 0 | 0/50 Axes | X | 1 | 0 | 0 | 0 | 0/50 Maces & Flails | X | 1 | 0 | 0 | 0 | 0/50 Polearms | X | 1 | 0 | 0 | 0 | 0/50 Staves | X | 1 | 9 | 0 | 0 | 0/50 Ranged Weapons | X | 1 | 0 | 0 | 0 | 0/50 Throwing | X | 1 | 1 | 0 | 0 | 0/50 Armour | X | 1 | 32 | 3 | 352 | 52/200 Dodging | X | 1 | 3 | 0 | 0 | 0/50 Stealth | X | 1 | 4 | 0 | 0 | 0/42 Shields | X | 1 | 0 | 0 | 0 | 0/50 Unarmed Combat | X | 1 | 14 | 2 | 221 | 71/150 Spellcasting | X | 1 | 0 | 0 | 0 | 0/59 Conjurations | X | 1 | 0 | 0 | 0 | 0/50 Hexes | X | 1 | 0 | 0 | 0 | 0/50 Summonings | X | 1 | 0 | 0 | 0 | 0/50 Necromancy | X | 1 | 0 | 0 | 0 | 0/50 Translocations | X | 1 | 0 | 0 | 0 | 0/50 Forgecraft | X | 1 | 0 | 0 | 0 | 0/50 Fire Magic | X | 1 | 0 | 0 | 0 | 0/50 Ice Magic | X | 1 | 0 | 0 | 0 | 0/50 Air Magic | X | 1 | 0 | 0 | 0 | 0/50 Earth Magic | X | 1 | 0 | 0 | 0 | 0/50 Alchemy | X | 1 | 0 | 0 | 0 | 0/50 Invocations | X | 1 | 0 | 0 | 0 | 0/42 Evocations | X | 1 | 0 | 0 | 0 | 0/50 Shapeshifting | X | 1 | 0 | 0 | 0 | 0/59 Spell bugs: Durations: Attributes: Mutations: explore regen: 1 (innate) Inventory bugs: Equipment: eq slot #3, inv slot #0: +0 robe eq slot #1, inv slot #4: +0 shortbow eq slot #2, inv slot #4: +0 shortbow(overflow) }}}}}}}}}}} Webtiles message buffer: Webtiles JSON stack: Screenshot: ######### #.......## #..<...... #.......## ##### ######### ....### ## ##....#### ##. #≈§§..≈≈≈## #.. #≈§§.@≈I≈≈# #.~ #≈w§..≈≈≈## #.~ #≈≈≈.~≈### #.~ ##≈#.### #.. ###.# ##. #.## ## ##.# #.## ##.### # dlua errors: clua stack: dlua stack: Lua persistent data: <<<<<<<<<<<<<<<<<<<<<< >>>>>>>>>>>>>>>>>>>>>> Lua marker contents: <<<<<<<<<<<<<<<<<<<<<< Lua marker 0 at (21, 25): {{{{ CLASS: FogMachine start_clouds: 1 pow_rolls: 3 buildup_turns: 1 triggerers: 1: CLASS: DgnTriggerer listener_only: false sub_type: countdown buildup_turns: 0 delay_min: 10 delay_max: 10 countdown: 5 type: turn 2: CLASS: DgnTriggerer listener_only: false type: entered_level size_buildup_amnt: 0 excl_rad: 1 pow_min: 10 activating: false spread_buildup_amnt: 0 spread_rate: -1 spread_buildup_time: 1 dgn_trigs_by_type: 1: 1: 1 32: 1: 2 walk_dist: 0 size_max: 3 pow_max: 10 activated: true props: cloud_type: thin mist listeners: size_buildup_time: 1 kill_cat: other size_min: 2}}}} Lua marker 1 at (22, 33): {{{{ CLASS: TriggerableFunction activating: false func: CLASS: FunctionWrapper name: tutorial_messenger_db fn: [type function] dgn_trigs_by_type: 4: 1: 1 triggerers: 1: CLASS: DgnTriggerer type: player_move activated: true props: listeners: repeated: true data: text: tutorial2 explore onetime: false exit: false }}}} Lua marker 2 at (27, 35): {{{{ CLASS: TriggerableFunction activating: false func: CLASS: FunctionWrapper name: tutorial_messenger_db fn: [type function] dgn_trigs_by_type: 4: 1: 1 triggerers: 1: CLASS: DgnTriggerer type: player_move activated: true props: listeners: repeated: true data: text: tutorial2 resting_reminder onetime: false exit: false }}}} Lua marker 3 at (30, 29): {{{{ CLASS: FogMachine start_clouds: 1 pow_rolls: 3 buildup_turns: 1 triggerers: 1: CLASS: DgnTriggerer listener_only: false sub_type: countdown buildup_turns: 0 delay_min: 10 delay_max: 10 countdown: 5 type: turn 2: CLASS: DgnTriggerer listener_only: false type: entered_level size_buildup_amnt: 0 excl_rad: 1 pow_min: 10 activating: false spread_buildup_amnt: 0 spread_rate: -1 spread_buildup_time: 1 dgn_trigs_by_type: 1: 1: 1 32: 1: 2 walk_dist: 0 size_max: 3 pow_max: 10 activated: true props: cloud_type: thin mist listeners: size_buildup_time: 1 kill_cat: other size_min: 2}}}} Lua marker 4 at (31, 42): {{{{ CLASS: TriggerableFunction activating: false func: CLASS: FunctionWrapper name: tutorial_messenger_db fn: [type function] dgn_trigs_by_type: 4: 1: 1 triggerers: 1: CLASS: DgnTriggerer type: player_move activated: true props: listeners: repeated: true data: text: tutorial2 firing onetime: false exit: false }}}} Lua marker 5 at (37, 20): {{{{ CLASS: TriggerableFunction activating: false func: CLASS: FunctionWrapper name: tutorial_messenger_db fn: [type function] dgn_trigs_by_type: 4: 1: 1 triggerers: 1: CLASS: DgnTriggerer type: player_move activated: true props: listeners: repeated: true data: text: tutorial2 tutorial_end onetime: false exit: false }}}} Lua marker 6 at (37, 20): {{{{ CLASS: OneWayStair props: onclimb: CLASS: FunctionWrapper name: tutorial2.win fn: [type function] desc: exit from the tutorial dst: tutorial_lesson2 }}}} Lua marker 7 at (39, 21): {{{{ CLASS: TriggerableFunction activating: false func: CLASS: FunctionWrapper name: tutorial_messenger_db fn: [type function] dgn_trigs_by_type: 4: 1: 1 triggerers: 1: CLASS: DgnTriggerer type: player_move activated: true props: listeners: repeated: true data: text: tutorial2 tutorial_end onetime: false exit: false }}}} Lua marker 8 at (39, 21): {{{{ CLASS: OneWayStair props: onclimb: CLASS: FunctionWrapper name: tutorial2.win fn: [type function] desc: exit from the tutorial dst: tutorial_lesson2 }}}} Lua marker 9 at (40, 48): {{{{ CLASS: TriggerableFunction activating: false func: CLASS: FunctionWrapper name: tutorial_messenger_db fn: [type function] dgn_trigs_by_type: 4: 1: 1 triggerers: 1: CLASS: DgnTriggerer type: player_move activated: true props: listeners: repeated: true data: text: tutorial2 wield_bow onetime: false exit: false }}}} Lua marker 10 at (41, 22): {{{{ CLASS: TriggerableFunction activating: false func: CLASS: FunctionWrapper name: tutorial_messenger_db fn: [type function] dgn_trigs_by_type: 4: 1: 1 triggerers: 1: CLASS: DgnTriggerer type: player_move activated: true props: listeners: repeated: true data: text: tutorial2 tutorial_end onetime: false exit: false }}}} Lua marker 11 at (41, 22): {{{{ CLASS: OneWayStair props: onclimb: CLASS: FunctionWrapper name: tutorial2.win fn: [type function] desc: exit from the tutorial dst: tutorial_lesson2 }}}} Lua marker 12 at (44, 32): {{{{ CLASS: TriggerableFunction activating: false func: CLASS: FunctionWrapper name: tutorial_messenger_db fn: [type function] dgn_trigs_by_type: 4: 1: 1 triggerers: 1: CLASS: DgnTriggerer type: player_move activated: true props: listeners: repeated: true data: text: tutorial2 boomerangs onetime: false exit: false }}}} Lua marker 13 at (49, 32): {{{{ CLASS: TriggerableFunction activating: false func: CLASS: FunctionWrapper name: tutorial_messenger_db fn: [type function] dgn_trigs_by_type: 4: 1: 1 triggerers: 1: CLASS: DgnTriggerer type: player_move activated: true props: listeners: repeated: true data: text: tutorial2 throwing onetime: false exit: false }}}} Lua marker 14 at (50, 43): {{{{ CLASS: TriggerableFunction activating: false func: CLASS: FunctionWrapper name: tutorial_messenger_db fn: [type function] dgn_trigs_by_type: 4: 1: 1 triggerers: 1: CLASS: DgnTriggerer type: player_move activated: true props: listeners: repeated: true data: text: tutorial2 resting_reminder onetime: false exit: false }}}} Lua marker 15 at (50, 46): {{{{ CLASS: TriggerableFunction activating: false func: CLASS: FunctionWrapper name: tutorial_messenger_db fn: [type function] dgn_trigs_by_type: 4: 1: 1 triggerers: 1: CLASS: DgnTriggerer type: player_move activated: true props: listeners: repeated: true data: text: tutorial2 travel_reminder onetime: false exit: false }}}} >>>>>>>>>>>>>>>>>>>>>>