Problem with dialog options off

Started by steptoe, Wed 21/09/2011 08:52:58

Previous topic - Next topic

steptoe

Hi..  Problem with dialog options off

The below works but with a slight problem.

With 2 options left it does not 'return' but goes straight to option 4.

Code: ags


// Dialog script file
@S  // Dialog startup entry point
Chris: We need to pull together.
Chris: What do you have in your pockets Dopey?
Richy: Let me see...
return

@1
Richy: A penknife
Chris: That could prove handy. Can I borrow it?
Richy: Sure
  cChris.AddInventory(iknife);
option-off 1 
return

@2
Richy: A shopping reciept.
Chris: Paper. Mm, could be useful to start a fire!
Richy: A fire??
Chris: One never knows
  cChris.AddInventory(ipaper);
option-off 2
return

@3
  if (player.HasInventory(iskunk))
  {
Richy: I've got some skunk.
Chris: I have some skunk already.
option-off 3

  }
  else
Chris: Can I have some?
Richy: What for? I've only an ounce left!
Chris: I have an idea.
Richy: Ok but you owe me Del.
Chris: Cheers mate
Richy: Yeh
  cChris.AddInventory(iskunk);
option-off 3
return

@4
Chris: Thanks
Richy: Ok
stop





Dualnames

Code: ags

@3
  if (player.HasInventory(iskunk))  
{
Richy: I've got some skunk.
Chris: I have some skunk already.
  }
  else 
{
Chris: Can I have some?
Richy: What for? I've only an ounce left!
Chris: I have an idea.
Richy: Ok but you owe me Del.
Chris: Cheers mate
Richy: Yeh
  cChris.AddInventory(iskunk);
}
option-off 3
return


it's probably this.
Worked on Strangeland, Primordia, Hob's Barrow, The Cat Lady, Mage's Initiation, Until I Have You, Downfall, Hunie Pop, and every game in the Wadjet Eye Games catalogue (porting)

steptoe

#2
Dualnames

I have included what you said but no avail, so far

Code: ags


// Dialog script file
@S  // Dialog startup entry point

Chris: We need to pull together.
Chris: What do you have in your pockets Dopey?
Richy: Let me see...
return

@1
Richy: A penknife
Chris: That could prove handy. Can I borrow it?
Richy: Sure
  cChris.AddInventory(iknife);
option-off 1 

return
@2
Richy: A shopping reciept.
Chris: Paper. Mm, could be useful to start a fire!
Richy: A fire??
Chris: One never knows
  cChris.AddInventory(ipaper);
option-off 2 
return

@3
  if (cChris.HasInventory(iskunk))
  {


Richy: Skunk. But I've only got a little left.
Chris: That's ok I have some.
option-off-forever 3

 }
  else
	{
Chris: Can I have some?
Richy: What for: I've only an ounce left!
Chris: I have an idea.
Richy: Ok but you owe me Del.
Chris: Cheers mate
Richy: Yeh
  cChris.AddInventory(iskunk,6);
	}
option-off-forever 3 
return


@4
Chris: Cheers.
Richy: Hope the things can help us!
stop



Thanks anyhow


Adrian

In dialog system the problem is that you can't mix regular scripting comands and dialog syntax within curly braces. Try this instead:

Code: ags

@3
  if (player.HasInventory(iskunk))  
  {
    cRichy.say("I've got some skunk.");
    cChris.say("I have some skunk already.");
  }
  else 
  {
    cChris.say("Can I have some?");
    cRichy.say("What for? I've only an ounce left!");
    cChris,say("I have an idea.");
    cRichy,say("Ok but you owe me Del.");
    cChris.say("Cheers mate");
    cRichy.say("Yeh");
    cChris.AddInventory(iskunk);
  }
option-off 3
return


steptoe

Hi Adrian

after correcting a few errors of your code it still does not work as it should..

I shall persevere.


Adrian

#5
Quote from: steptoe on Wed 21/09/2011 20:13:11
Hi Adrian

after correcting a few errors of your code it still does not work as it should..

I shall persevere.


Oh yeah, sorry for the mistakes about say instead of Say and the messy indenting ect.

The thing is when you have only two options left and you choose one of them, the last one will be triggered automatically every time. This is normal behaviour and I don't know if there's a way to change that.



steptoe

Hi Adrian

I made a 'Dummy' option and it works now.

Something to remember.

cheers


Khris

You can do this:
Code: ags
  game.show_single_dialog_option = 1;

steptoe


SMF spam blocked by CleanTalk