-
Notifications
You must be signed in to change notification settings - Fork 89
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Changing a global script variable does not re-trigger an important info dependent on it #719
Comments
Alternatively, opening the gate, retrieving the Fokus alone and returning to Gorn then trigger both the "You opened the gate" and also the "You found the Fokus" info blocks - of course we're in the very wrong place then for the Troll that appears then. |
Dialog system has 2 major point of checking condition:
I'm assuming for now, that Gorm uses |
I've overridden the printdebugnpc function, to make the script less talkative ;-) and found that that yes MC_MONASTERYRUIN_GATE runs and the variable also is set correctly [zspy,24]: ### MC_MONASTERYRUIN_GATE I've also looked up a Lets play again to verify that yes, Gorn is supposed to start talking to me on his own :-) From even more digging through the logs (thankfully the G1 scripts are full of them), I see some valuable information. When reaching the gate and the important info works, I see
But after returning from the meatbug spell and opening the gate this looks differently:
With the script doing at that place:
So somehow I'd think the Hero global is still the meatbug? |
2 things I found out this morning:
Discrepancy between Script-"hero" being meatbug, while findNpc(vm.global_hero())->displayName() is "Ich"
after save-load cycle everything is in sync again:
|
Hi, |
In the savegame we're in the middle of that monastery quest. The part in the canyon is already done, we already have the meatbug spell and are on the way to the gate. So you'll get the "they say this gate has never been opened before" cinematic from Gorn and then:
|
Of course again Gothic 1 ;-) .
Reaching the Fokus mission with gorn, the important info at the gate does not trigger a response.
All previous steps work, Gorn + Player reach the closed gate and Gorn tells the story about nobody being able to open the gate.
Then the player transforms into a meatbug, crawls through a tiny crack in the wall and opens the gate from the other side, and the story continues.
The condition for that continuation is
Npc_KnowsInfo(hero, Info_Gorn_RUINJOIN) || Npc_KnowsInfo(hero, Info_Gorn_RUINLEAVE)) && MonasteryRuin_GateOpen
, checking that global variableMonasteryRuin_GateOpen
.Handling the monastery gate, sets that global variable, but Gorn will stay stuck in front of the gate. I checked the value being correct after opening the gate.
If I cheat over the wall fast, while Gorn is still walking towards the gate, it will actually trigger the correct sequence. Only after he reaches the gate, opening it will not trigger the Npc to reevaluate that condition it seems - but I'm not sure.
After digging around for a while, I don't really know which part to still poke about this ;-) .
The text was updated successfully, but these errors were encountered: