Rotghroth Rhapsody Duck in a Top Hat Posted March 29, 2009 Share Posted March 29, 2009 Okay, so my old scenario was having too many problems, and would have sucked if I had gone through with it. I wasn't even going to publish it; it was just for practice. But now that I've read through all of the calls in the appendix, I'm ready for something real. So I have started a new scenario, and already run into a problem. I have a dialogue. You talk to a guy, and he says he needs you for a favor. So you ask what he wants, and he explains. Then you accept the quest, and it opens State 2. Then it's supposed to give you a quest. The error message is: State not found-2. Now, rewind a bit. When you click the question in state -1, it doesn't go to state 1, it just ends the conversation. I'm sure that the nextstate is right, and I don't see another explanation. I would prefer to keep the storyline secret, so this script is different: Code: begintalkscript;begintalknode 1;state = -1;nextstate = 1;text1 = "You are talking to a man. _Welcome. I have a task for you._";begintalknode 2;state = 1;nextstate = 2;question = "What do you want?";text1 = "Someone has taken my Royal Saphire.";begintalknode 3;state = 2;nextstate = -1;question = "You wish me to recover this gem?";text1 = "Yes. And when you are done, return to me. I have more for you to do.";code = toggle_quest(1,1);break; Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Enraged Slith Posted March 29, 2009 Share Posted March 29, 2009 Would you mind posting said script? It really helps to have something to look through. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Niemand Posted March 29, 2009 Share Posted March 29, 2009 1) What do you mean by 'opening' a state? 2) Why don't you give the quest by putting the code to do so in the code section of the node where the party agrees to do the quest? 3) What do you mean by a question being 'in' state -1? Do you mean the question of a node whose state is -1 and whose nextstate is 1, or do you mean the question of a node whose state is 1, viewed from a node whose state is -1 and whose nextstate is 1? Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Enraged Slith Posted March 29, 2009 Share Posted March 29, 2009 You're missing dialogue actions. This is the only thing I really see missing from your script. EDIT: The first node is also missing a question. I'm not sure if this is what is causing your problem (or if it's a problem at all) but I'd include one just to be sure. Quote Link to comment Share on other sites More sharing options...
Well-Actually War Trall Ishad Nha Posted March 30, 2009 Share Posted March 30, 2009 Do you know about Khoth's script-checking program called "Alint"? It will catch a lot of errors, (it may also catch a few things that are not errors..) see this topic: http://www.ironycentral.com/forum/ubbthr...=true#Post53245 Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Duck in a Top Hat Posted March 30, 2009 Author Share Posted March 30, 2009 Quote: What do you mean by 'opening' a state? I never used that phrase. Quote: Why don't you give the quest by putting the code to do so in the code section of the node where the party agrees to do the quest? So I should put it before the text? Didn't change anything. Quote: What do you mean by a question being 'in' state -1? Do you mean the question of a node whose state is -1 and whose nextstate is 1, or do you mean the question of a node whose state is 1, viewed from a node whose state is -1 and whose nextstate is 1? The node's state is set to -1, the nextstate to 1. Quote: You're missing dialogue actions. This is the only thing I really see missing from your script. My dialogues worked before without those. I doubt it's that. Quote: The first node is also missing a question. I'm not sure if this is what is causing your problem (or if it's a problem at all) but I'd include one just to be sure. This is definitely not the problem, but I'll try anyway. I second that. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Enraged Slith Posted March 30, 2009 Share Posted March 30, 2009 Well, considering that you've said that none of my suggestions will make any difference, I've got two more suggestions. You mentioned that the script you posted was different than the actual script. The problem is, there could be (and most likely there is) a problem with the actual dialogue script. You might have run over the character limit, for instance, or typed in a state wrong, or missed a semi-colon somewhere, or even mispelled something. Since you don't want to spoil the story, I would suggest going to Niemand's website, downloading the incredibly awesome dialogue editor, and using it from now on. It not only makes organizing dialogue easier, it catches some of the more common problems and is fairly idiot proof (no chance of missing semi-colons or misspelling important commands.) If the problem isn't your dialogue, then I suspect it has to do something with the quest in your scenario script. Make sure everything is written correctly. Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Duck in a Top Hat Posted March 30, 2009 Author Share Posted March 30, 2009 Okay, this is really stressing me out. I tried everything and more to fix this, but it just won't work. I tried another dialogue without a quest and that didn't work either. I'm about ready to scrap this scenario idea too. I tried the editor; it was cool, but what exactly was it supposed to do? I'm sorry, but I've been working since I got home, and made no progress whatsoever! </Annoyed rantings> Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Enraged Slith Posted March 30, 2009 Share Posted March 30, 2009 Send me the scenario and I'll take a look at it. Email: JetGuitarist89@aol.com Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Enraged Slith Posted March 31, 2009 Share Posted March 31, 2009 Okay, I fixed it. I hope you don't mind me posting what was wrong in here. The main problem with your scripts was your formating. In every single script that you use calls in, whether you utilize them or not, you've got to declare your variables. It's essentially: begin<script>; variables; body; etc... The other problem was the fact that you didn't complete your basic town script. Town scripts don't work until you include all their basic states, whether you put any calls in them or not. That is, you need an INIT_STATE, a START_STATE, and an EXIT_STATE. Always include them, even if the only thing to come after them is a "break;". Finally, you put a set_name call in your dialogue script. This didn't have anything to do with your problem, but that call is generally reserved for init_state's. Try fixing those. If you still can't get it to work, I'll personally send you the changes. Quote Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Duck in a Top Hat Posted March 31, 2009 Author Share Posted March 31, 2009 It didn't work. There was no error message, but I had the same problem. Thanks for trying. EDIT: Oh, sorry. Figured it out. You said I had a Set_name call in it? That was my old dialog txt file, haha. I can fix it. Thanks. EDIT2: It worked! Huzzah! Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted April 1, 2009 Share Posted April 1, 2009 Originally Posted By: Dr. Quack Quote: What do you mean by 'opening' a state? I never used that phrase. Yes you did. Originally Posted By: Dr. Quack Then you accept the quest, and it opens State 2. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon The Almighty Doer of Stuff Posted April 2, 2009 Share Posted April 2, 2009 He said "opens", not "opening". :-P Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Celtic Minstrel Posted April 4, 2009 Share Posted April 4, 2009 Same thing. Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted April 4, 2009 Share Posted April 4, 2009 I'm a little late to the party, but I second the suggestion to use Alint. Alint is your friend. Alint makes your life better. Quote Link to comment Share on other sites More sharing options...
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