@techumseh the code I posted last night does not require any knowledge of Lua to use. The conversion code I've posted before did require a bit of Lua knowledge, mostly because I envisioned it as a means to add lua specific features to an existing scenario, so the user presumably already had a bit of Lua experience.
However, this issue is different, so I've lowered the technical requirements. Fortunately, there are fewer unknowns on my end, so the user doesn't have to make decisions.
Here are the instructions to use the fix I posted last night:
1. Extract the contents of the zip file.
2. Copy the three files into the folder of the scenario you want to run with Lua.
3. Rename events.txt and rules.txt so that these two file names are entirely lower case (I don't think it is necessary, but it won't hurt anyway.)
4. Start the scenario, and use Lua events.
5. If there are errors in the events, either comment them out with semicolons or fix them. The lua console will appear upon error and give you the line of the last good event, so this shouldn't be too difficult.
If there are issues, then report them as bugs and I can fix them.
If this is an acceptable level of effort for a work around, then I'll look into making it work for events changed by batch file and events chosen at random.
Can any of our programmers break into ToTPP and fix this issue? Or is TNO the sole wizard able to hack the patch?
Unfortunately, this requires more skill than programming in Lua. I don't know how to do it.
Broadly speaking, there are two kinds of programming languages: interpreted languages (like Lua and Python) and compiled languages (like C/C++ and FORTRAN).
The difference is that when you want to run the code from an interpreted language, you just provide that code to the interpreter, and your instructions are carried out.
Compiled languages, on the other hand, are converted to machine code when they are 'compiled', and then you run the machine code (like an .exe file). Figuring out what part of the machine code does what, and making changes to it, is much more difficult than changing source code (which is why we use source code in the first place). TNO didn't leave us the source code for TOTPP, so we can't even learn from that.
About this bug, do we know if it impact all scenarios, or just scenarios that use certain TOTPP features? I don't remember running into it when I was testing out the macro language to figure out exactly what things did. For example, does it only affect scenarios that use custom landmarks or resource locations?