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Possible bug

 
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msw188




Joined: 02 Jul 2003
Posts: 1041

PostPosted: Wed Jun 29, 2005 2:21 pm    Post subject: Possible bug Reply with quote

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

PostPosted: Wed Jun 29, 2005 2:27 pm    Post subject: Reply with quote

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

PostPosted: Wed Jun 29, 2005 3:17 pm    Post subject: Reply with quote

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

PostPosted: Wed Jun 29, 2005 3:39 pm    Post subject: Reply with quote

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.

PostPosted: Wed Jun 29, 2005 4:26 pm    Post subject: Reply with quote

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.
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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

PostPosted: Wed Jun 29, 2005 11:08 pm    Post subject: Reply with quote

OH, I forgot. Ok, I generalised the bug. Lets hit everything.
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Charbile




Joined: 02 Apr 2005
Posts: 106
Location: Blythewood

PostPosted: Thu Jun 30, 2005 2:18 am    Post subject: Reply with quote

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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