Reply to Fate of Destiny - Problems
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Well first of all, a progress report for those of you interested;
It's still going, slowly, and at this stage has backtracked to around 70% complete, as I've been testing through and finding more and more problems. A lot of the errors I've been trying to fix have been simple enough but there's a few that are causing me a real headache, especially when I can't see what could be causing it and when I've tried to fix it multiple times.
Now with my Contest entry taking up more time than FoD, I've decided its better to ask for help.
("It's dangerous to go alone, take this DinkC reference!" Jk, I own one already.)
Here's the first of (hopefully FEW) problematic scripts I can't seem to correct. The problem with this one, is that if Dink talks to the character again at the correct point and has already increased &story and &qlog by one, the dialogue (and the variables) repeat the script again regardless of the If statement. Alongside that, attempts to disable him before the correct point haven't worked entirely well either (Dink talks to thin air to investigate stuff, and it can initiate the dialogue.)
Any thoughts?
EDIT: The [.code] feature seems to change ¤t_sprite to ¤t_sprite for some reason.
It's still going, slowly, and at this stage has backtracked to around 70% complete, as I've been testing through and finding more and more problems. A lot of the errors I've been trying to fix have been simple enough but there's a few that are causing me a real headache, especially when I can't see what could be causing it and when I've tried to fix it multiple times.
Now with my Contest entry taking up more time than FoD, I've decided its better to ask for help.
("It's dangerous to go alone, take this DinkC reference!" Jk, I own one already.)
Here's the first of (hopefully FEW) problematic scripts I can't seem to correct. The problem with this one, is that if Dink talks to the character again at the correct point and has already increased &story and &qlog by one, the dialogue (and the variables) repeat the script again regardless of the If statement. Alongside that, attempts to disable him before the correct point haven't worked entirely well either (Dink talks to thin air to investigate stuff, and it can initiate the dialogue.)
Any thoughts?
EDIT: The [.code] feature seems to change ¤t_sprite to ¤t_sprite for some reason.
//HAMLET - Character [censored] void main(void) { sp_brain(¤t_sprite, 0); sp_base_walk(¤t_sprite, 230); sp_speed(¤t_sprite, 2); playmidi("2.mid"); loopmidi(1); if(&story <= 5) { sp_nodraw(¤t_sprite, 1); freeze(¤t_sprite); sp_disabled(1); kill_this_task; } } void talk(void) { if (&story 5) sp_nodraw(¤t_sprite, 1); freeze(¤t_sprite); sp_disabled(1); kill_this_task; if (&story 7) { say_stop("`0Good luck, Dink. I only wish I could be of more help.", ¤t_sprite); } //Plot Dialogue, occurs once. //CURRENTLY BUGGED. Repeats if talked to again straight away. if (&story 6); { freeze(1); freeze(¤t_sprite); //Dialogue cleared for bug assistance wait(200); say_stop("`0If there is anything else you wish to discuss, feel free to stop by.", ¤t_sprite); Say_xy("`%Dink has updated his Quest Log!", 0, 386); unfreeze(1); unfreeze(¤t_sprite); //increase story & quest log variables by 1 &story += 1; &qlog += 1; //playmidi("27.mid"); } //End of Plot Dialogue // } void hit(void) { say_stop("`0Would you please not do that again?", ¤t_sprite); }