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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Wed Jun 29, 2005 2:21 pm Post subject: Possible bug |
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It seems that when you rename a hero, and then press Enter to let the computer know that you are done, this Enter is counted as closing the rename hero box AND as activating whatever NPC is in front of you. This is a problem if said NPC is what allows you to change the hero's name. This means that every time you press Enter to try to confirm your hero's name, the NPC is activated and asks you to rename the hero again, and you cannot continue with the game.
Has anyone else noticed this? Is there a chance I am doing something wrong? |
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Jack the fool

Joined: 30 Jul 2004 Posts: 773
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Posted: Wed Jun 29, 2005 2:27 pm Post subject: |
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That sounds a bit frustrating..
-Is the said NPC supposed to disappear afterwards?
or
-is the NPC suppose to continue on with different speech?
:edit: I just tested this and found nothing wrong.. are you using one of the builds (not sure if that would be a problem or not)? _________________
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Wed Jun 29, 2005 3:17 pm Post subject: |
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Okay, I am using OHR version Quaternion, or whatever was the last one before this new one. I don't know about 'builds', so I'm not sure if I answered that question or not.
The NPC in question calls a script which replaces your leader with a new hero of the same ID. That is, it takes in some information about your hero, then deletes him/her/it, and then adds the same hero back in. I'm using this script to fix people's .sav files whenever I make changes to statistics.
The problem is that one of the heroes is set to be 'renamed when added to the party', or whatever the bitset is. When this hero activates my NPC, the renaming window pops up, and then when you hit Enter the name-changing window pops up again and so on ad infinitum.
So maybe the problem only exists for pressing Enter after adding a hero with the renaming bitset on. Can that be the case? |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Wed Jun 29, 2005 3:39 pm Post subject: |
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This sounds like excactly the same of Fyre's problem with statusmenu: that on exiting the status menu when called by script, you are returned incorrectly to the main menu.
On closer inspection, this is because you need to hit esc to exit the status screen which immediately calls the menu. The item menu has an exit menu option. Choosing it doesn't go back to the main menu if called with itemmenu, but using esc does.
I'm not exactly sure how to fix this, maybe a simle setkeys in the right place. |
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Ysoft_Entertainment VB Programmer

Joined: 23 Sep 2003 Posts: 810 Location: Wherever There is a good game.
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Posted: Wed Jun 29, 2005 4:26 pm Post subject: |
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I fixed the status menu problem, and the patch is added to bug 85.
tmc, all you have to do is clear couple of carrays(0 to 5 was for status menu), and that did it. _________________ Try my OHR exporter/importer.
OHRGFX
Striving to become better pixel artist then Fenrir Lunaris. Unfortunately the laziness gets in the way of my goals. |
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TMC On the Verge of Insanity
Joined: 05 Apr 2003 Posts: 3240 Location: Matakana
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Posted: Wed Jun 29, 2005 11:08 pm Post subject: |
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OH, I forgot. Ok, I generalised the bug. Lets hit everything. |
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Charbile

Joined: 02 Apr 2005 Posts: 106 Location: Blythewood
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Posted: Thu Jun 30, 2005 2:18 am Post subject: |
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I experienced a similiar problem that occured when the player activates a NPC that brings up the save menu. When you save, it re-triggers the npc and brings up the save menu again.
My workaround was to set the NPC's script to 0 before calling the save, and then set it back afterward. |
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