Most EPScript problems are behavioural rather than syntactic. A clean compile is not the reassurance it looks like.
| 플레이어 루프를 빠뜨림 | Without EUDPlayerLoop, every player shares one value while CurrentPlayer is used. It looks fine when you test alone. |
|---|---|
| 컴퓨터 플레이어를 안 걸러냄 | The loop covers 0-7. Logic meant for humans has to filter on f_getcurpl() yourself. |
| 선언 순서 | With no hoisting, a function above a global that it uses will not compile. |
| 읽기를 너무 많이 함 | Reads are expensive. Reading many values every cycle slows the game down. |
| 범위를 넘는 값 | When reading by binary search, an upper bound below the true maximum silently truncates the value. |
| 카운터 유닛이 실제로 죽음 | If a unit used as a variable exists on the map, its value climbs on its own - the same trap as on the trigger side. |
Structural changes deserve care too. Adding one more variable and one more comparison to a script that ran fine can produce an EUD error in game. It is a matter of scale rather than syntax, so the compiler says nothing.
So when editing a script that works, prefer changing values to changing structure. Add new features in the shape the existing ones already have.
