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Buggy Dialog


Smoo

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Okay so I can't quite figure out what's causing the dialog in my scenario to go crazy for some players (at least SkeleTony and DreamGuy). The problem is, I've been told, that the NPCs give all the responses when they're only supposed to give half of them. Here are two examples of the dialog script:

 

begintalknode 19;

state = 19;

nextstate = -1;

question = "Greetings Mahrmmrrh. What are you doing here?";

text1 = "_No no. Put more stress on the 'mmrr' and to answer your question I work for Master Tybonson. I am his servant or butler, whichever he needs more._";

text2 = "_I see that the nephil in your group has taught you the proper stress on nephilm names. But to answer your question, I work for Master Tybonson. I am his servant or butler whichever he needs more._";

code = if (species_in_party(2) == 0)

remove_string(2);

else

remove_string(1);

break;

 

begintalknode 28;

state = -1;

nextstate = 29;

question = "Mayor";

text1 = "There are two people sitting round a large desk in this small room. The first is the captain of the troops in Sattle, the second is the mayor. She is in her forties and is currently looking exhausted.";

text2 = "_Mm... looks like we got visitors Bobby. Greetings and welcome to our village, although currently not as peaceful as it used to be._ She gestures at the maps and parchments on the desk.";

text3 = "They are maps of the surrounding areas. _I am mayor Worrington and this is captain Remington. What can we do for you?_";

text4 = "_Mm... looks like we got... By the gods! Bobby look!_ She points at a slith in your group. _What are you doing here? How did you get in here._ The captain speaks. _Calm down Evelyn. I'm sure this is not our enemy._";

text5 = "The mayor is still sitting around her desk.";

action = INTRO;

code = if (species_in_party(3) == 0)

remove_string(4);

else {

remove_string(2);

remove_string(3);

}

 

I'm beginning to think that maybe the problem is with SkeleTony's and DreamGuy's version of the scenario (their download was corrupted or something. confused )

 

If anyone knows what the problem could be, I'm all ears.

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Even if that is the case Thuryl, why aren't I having the problem? Why is the dialog buggy with only some players? And should the code be like this?

 

code = if (species_in_party(2) == 0) {

remove_string(2);

}

else

remove_string(1);

break;

 

Please use illustrations and write as if you're giving advice to a complete idiot.

 

And the code had a break. It just eluded my copying skills.

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If I were you I'd just use braces with absolutely every conditional to make sure. No harm in it.

 

Anyway, the reason I suggested that as the possible problem is that Bahssikava's Guardpost used to have the same bug in beta, and looking at the two dialogue scripts the only difference I see now is that one uses "else" statements and the other doesn't.

 

In fact, try rephrasing your dialogue script without "else" and see if that helps. So:

 

code =

if (species_in_party(2) == 0)

remove_string(2);

if (species_in_party(2) != 0)

remove_string(1);

 

EDIT: I do notice that another difference is that Kelandon puts a carriage return after "code =" and you don't. No idea if this has relevance.

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That wasn't the problem with my script, as I recall. Moreover, I don't uses braces every single time I use the if-else setup -- look at the early towns in Bahssikava. I don't think that's the problem.

 

It's possible that species_in_party is bugged, or something bizarre is going on with the syntax here.

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I just copied this from the first post:

code = if (species_in_party(3) == 0)

 

Is there a species #3? I thought the valid range was 0-2.

 

Edit:

Try adding get_species(which_char) to the dialog code. After it runs through the party members, you can see values it returns. Maybe there is a problem with the program.

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I have the most recent version of BoA, and I saw all sorts of problems like the ones mentioned above. Constantly, all over. Not every single person I talked to, but a smallish but significant percentage of them, and especially in the town by the mine. This scenario was the only one I ever saw have a problem with that, so it's logical to assume that it's in the coding of the scenario.

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