Just get rid of the module code. The plugin has already defined that header script. That's the reason for the error.
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- Clicking directly on the dialog option in the tree does not let me edit it, only double-clicking in the text field does? And that only works if the text field is empty?
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- There's nowhere to set if a dialog option should be spoken or not. I use that distinction quite a lot for my dialogs.
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- A minor thing, but, I use the hack of adding a blank dialog option at the end to force dialogs to always show the option selection GUI always, even if there is only one option. But in AGS this option would not be visible if you leave it blank, but here it is (and selectable).
Quote from: monkey_05_06 on Sun 13/12/2009 18:04:41
Cool, though I'm still a bit confused regarding the conditions. You say the variables can only be integers, how do the conditions work? I would assume you would have implementations of the standard conditional operators (==, !=, >, >=, <, and <=) but then all of those evaluate as boolean and you said that "player.HasInventory(iKey)" wouldn't work in the preview "since it's a boolean and not an integer". How then are the conditions evaluated?
QuoteI actually would expect "player.HasInventory" to be ignored for the preview (unless as you say a variable as such was defined and given a value) and just treated as false (or 0 to be an integer). I'm not expecting your tool to implement full AGS scripting of course.So if it helps, I would expect it to just be ignored by the preview, but still implemented in AGS.
if ( player.HasInventory(iKey) )
doSomethingNasty();
#if ( player.InventoryQuantity[iKey.ID] > 0 ) { blah; }
Quote from: monkey_05_06 on Sun 13/12/2009 15:12:52
I don't know what you mean by "update the project tree" exactly. You mean that once dialogs have been added/removed AGS doesn't reflect that?
QuoteAs for the dialogs being cached, I don't know about that, but I'm sure if you asked CJ he could probably implement a way to read them from the project instead of the cache.
QuoteIn any case, nice tool. How does it work with, for example, the new ability to do normal scripting in dialogs? Does it allow that? Obviously I wouldn't expect it to try and compile it or anything, but just curious whether it detects it as AGS script or gets confused what you're doing.
QuoteAlso regarding the conditions, how does that work? Does it allow the condition to be based on AGS script such as player.HasInventory(iKey) or does it create variables for its own conditions? Again I wouldn't expect it to verify the authenticity of AGS script, just wondering on that....
if (player.HasInventory(iKey)) {
option-on 2
}
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