Posted by tos1
- October 23, 2024, 08:26:52 PMIt's a bug that the two sentences are the same but have different actions, but after I considered carefully, I realized my suggestion/solution above was wrong.
In the steps, the player gets the message that Raven was carrying, and then discards it in the next three choices, so the MOD should not display a player's option to hand it over to the poacher, such as "Ok here take...". Either should be fine whether the option that leads to a fight is kept or not, but the sentence for the other option (without fight) needs to be something like "I've already discarded it.". Of course the response followed by the poacher must be consistent with the sentences. Or it may also be possible to implement to have the poacher not mention the message once the player has discarded it.
In the steps, the player gets the message that Raven was carrying, and then discards it in the next three choices, so the MOD should not display a player's option to hand it over to the poacher, such as "Ok here take...". Either should be fine whether the option that leads to a fight is kept or not, but the sentence for the other option (without fight) needs to be something like "I've already discarded it.". Of course the response followed by the poacher must be consistent with the sentences. Or it may also be possible to implement to have the poacher not mention the message once the player has discarded it.
Posted by tos1
- March 05, 2024, 11:06:33 AMRelated topic (v8.* but inherited to v9.1):
<Two same choices "I guess the Lannisters..."> by me
I checked the code in .txt and probably found the solution.
There are 3 choices in mno_find_raven_choice_1. Each of them sets a global variable "$quest_b_and_b" into 1, 3, or 2. In case of this "Throw away the letter...", the value is 3, and the line in menus.txt seems to be right.
After that, the poacher who caught up the player character says:
---- conversation.txt
dlga_poachers_introduce:poachers1 4095 2694 0 Oi,_you!_It_was_us_that_got_that_bird,_now_give_it_back,_or_else! 2695 0 NO_VOICEOVER
----
The ending dialog-states 2695 above links to each of 4 lines below that has 2695 as the starting dialog-state. These can be candidates of player's choice.
----
dlga_poachers1:poachers1_attack 69631 2695 0 I_guess_the_Lannisters_have_put_a_pretty_penny_on_each_raven_shot_out_the_sky? 2696 0 NO_VOICEOVER
dlga_poachers1:poachers1_attack1 69631 2695 1 31 2 144115188075856574 1 Ok_here_take_it!_Not_something_I_want_to_be_involved_in_anyway. 2697 0 NO_VOICEOVER
dlga_poachers1:poachers1_attack2 69631 2695 1 31 2 144115188075856574 2 Ok_here_take_it!_Not_something_I_want_to_be_involved_in_anyway. 2698 0 NO_VOICEOVER
dlga_poachers1:poachers1_attack3 69631 2695 1 31 2 144115188075856574 3 I_guess_the_Lannisters_have_put_a_pretty_penny_on_each_raven_shot_out_the_sky? 2699 0 NO_VOICEOVER
----
Only the first line in above has no condition block. Other 3 lines checks if "$quest_b_and_b" is 1, 2, or 3. The value of global variable is 3 in the "Throw away..." case, so the 1st and 4th line is displayed as actual player's choices. As a result, they are the two same text "I guess the Lannisters ...".
Therefore, the text in the 4th line (dlga_poachers1:poachers1_attack3) is probably the bug, and it should be replace with the same text with 2nd and 3rd ("Ok here take...").
Their next destinations 2687, 2698, 2699 seem to be correct.
I experimentally corrected the text to "Ok here take..." and got the expected behavior.
- How to reproduce it/when/why it happens:
Start a new game from Westeros, walk a few days till pick the letter (with 3 choices; Take/Throw/Take), select "Throw away...", meet the appeared poachers.
- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2. Warband v1.174 downloaded
<Two same choices "I guess the Lannisters..."> by me
I checked the code in .txt and probably found the solution.
There are 3 choices in mno_find_raven_choice_1. Each of them sets a global variable "$quest_b_and_b" into 1, 3, or 2. In case of this "Throw away the letter...", the value is 3, and the line in menus.txt seems to be right.
After that, the poacher who caught up the player character says:
---- conversation.txt
dlga_poachers_introduce:poachers1 4095 2694 0 Oi,_you!_It_was_us_that_got_that_bird,_now_give_it_back,_or_else! 2695 0 NO_VOICEOVER
----
The ending dialog-states 2695 above links to each of 4 lines below that has 2695 as the starting dialog-state. These can be candidates of player's choice.
----
dlga_poachers1:poachers1_attack 69631 2695 0 I_guess_the_Lannisters_have_put_a_pretty_penny_on_each_raven_shot_out_the_sky? 2696 0 NO_VOICEOVER
dlga_poachers1:poachers1_attack1 69631 2695 1 31 2 144115188075856574 1 Ok_here_take_it!_Not_something_I_want_to_be_involved_in_anyway. 2697 0 NO_VOICEOVER
dlga_poachers1:poachers1_attack2 69631 2695 1 31 2 144115188075856574 2 Ok_here_take_it!_Not_something_I_want_to_be_involved_in_anyway. 2698 0 NO_VOICEOVER
dlga_poachers1:poachers1_attack3 69631 2695 1 31 2 144115188075856574 3 I_guess_the_Lannisters_have_put_a_pretty_penny_on_each_raven_shot_out_the_sky? 2699 0 NO_VOICEOVER
----
Only the first line in above has no condition block. Other 3 lines checks if "$quest_b_and_b" is 1, 2, or 3. The value of global variable is 3 in the "Throw away..." case, so the 1st and 4th line is displayed as actual player's choices. As a result, they are the two same text "I guess the Lannisters ...".
Therefore, the text in the 4th line (dlga_poachers1:poachers1_attack3) is probably the bug, and it should be replace with the same text with 2nd and 3rd ("Ok here take...").
Their next destinations 2687, 2698, 2699 seem to be correct.
I experimentally corrected the text to "Ok here take..." and got the expected behavior.
- How to reproduce it/when/why it happens:
Start a new game from Westeros, walk a few days till pick the letter (with 3 choices; Take/Throw/Take), select "Throw away...", meet the appeared poachers.
- Game version (and steam or downloaded):
AWoIaF v9.1, v8.2. Warband v1.174 downloaded