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July 22nd 2018, 07:44 AM
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Peasant He/Him
I disagree. 
I've decided to open new thread on this one. I'm having a really dumb issue...
--The Plot--

I've made a bar scene with two scripts so far. One with bartender and necessary for the story progression, and the other attached to one of the sprites that is supposed to make random chat between two sprites.

--The Plot Thickens--
Each script functions well (except that one bug ), but when I start talking to bartender, if the timing is right (and often it is), bartender script just stops executing in the middle, and Dink is left frozen.

When I say it functions well, I mean that bartender script works just fine when I remove the bar chat

This occurs especially when I use space to fast forward talking. When Dink is talking, it skips it normally, but when it comes to bartender, it sometimes skips his line, or starts skipping the lines of the two 'chatting' sprites, at which point bartender's script stops executing... most of the time.

--The Spoilers--
I'll include some basic information that might help:

bar chat script
void main (void)
{
	int &pl = sp(48);
	int &pr = sp(49);
	int &tbl = sp(37);
	int &rand;
	loop:
	&rand = random(6,1);
	if(&rand == 1)
	{
		wait(2000);
		say_stop("`1Have you ever hear of any other rhythm?",&pl);
        //and so forth

This script is attached to sprite number 49 ( he is in the script also, second variable )

bartender script
void talk(void)
{
	//bartender
	int &pleft;
	&pleft = sp(50);
	int &pright;
	&pright = sp(51);
	int &btd;
	&btd = sp(41);
	sp_base_walk(&btd, 380);
	freeze(&btd);
	wait(1);
	freeze(1);
	say_stop("`@Yo, bartender!", 1);
	say_stop("`9Yo!", &btd);
	say_stop("`@What you got here?", 1);
	say_stop("`9What'ya need?", &btd);
	cho_loop:
	choice_start();
        //and so on...

This piece of garbage is attached to desk (sprite number 13, not present in the script)

Any ideas?