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  #1  
Old 12-11-2006, 04:36 PM
bufferofnewbies
Hill Giant
 
Join Date: Dec 2005
Location: Lurking in KY
Posts: 239
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I have no clue what most of that stuff does, but I do see that:

on Line 185:
Code:
void QuestManager::me(const char *str) {
	if (!initiator)
		return;
	entity_list.MessageClose(initiator, false, 200, 10, str);
}
is listed where

on Line 351:
Code:
void QuestManager::emote(const char *str) {
	npc->Emote(str);
}
is used.

Not sure why there is a difference, but even if I did: my knowledge of how to rebuild the exe files are severly limited. My best bet atm is to just suck it up and go on with my other things until I get time to study c++ some.

Thanks for showing me where it was, I get lost looking for things when I don't know where Im going. Haha
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  #2  
Old 12-15-2006, 02:50 PM
Aerewen
Hill Giant
 
Join Date: Dec 2006
Posts: 110
Default

yeah actually... lol looking at the code... it *should* work properly...
maybe try downloading a new version of the binaries and overwriting them/replacing them... perhaps you are using an older binary that was compiled before that was fixed? (assuming it didnt used to work properly)
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  #3  
Old 12-15-2006, 03:06 PM
Angelox
AX Classic Developer
 
Join Date: May 2006
Location: filler
Posts: 2,049
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At one time, I went crazy trying to get all this to work, finally I had to settle for the "npc says," text and work with that.
Now, I'm trying to set up Gulf of Gunthak quests, and I run into a lot of this;
Quote:
# You say, 'Hail, Vera'
# Vera nearly jumps out of her skin as you address her. She spins around wildly, spilling ink all down the front of her robe. 'Oh look what you've done! I had kept my robe so clean the entire trip here too!'
# Vera walks away mumbling while she tries to blot out the ink with an old rag.
Since nothing seems to work, all I can use is;
Quote:
quest::say("Oh look what you've done! I had kept my robe so clean the entire trip here too!");
Keep the other text quoted out and hope for a fix one day.

I think all this must have been working at one time, else why would it be included in the old "manuals"? Must have gotten broken somehow during upgrades.
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  #4  
Old 12-15-2006, 03:26 PM
bufferofnewbies
Hill Giant
 
Join Date: Dec 2005
Location: Lurking in KY
Posts: 239
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My actual intention with it is to provide some quest line replies after text (in a different color also if possible). I became used to the way it was implimented on SoD, and really do like their design.

That allows for some cleaner quest designs, as well as fewer 'who xxx? what xxx how could xxx? attempts at quest line catching from the [xxx] lines within the perl.

ie:
Random_guy says, "Blah! Blah, blah blah blah blah?"
[Blah blah choice one]
[Blah blah choice two]

etc..

Player says, "Blah blah choice two"

To which a player knows exaclty what the system will read to continue the quest series in a path. While still allowing options of choice without all the guesswork for players on what to attempt to say.
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  #5  
Old 12-15-2006, 03:32 PM
John Adams
Demi-God
 
Join Date: Jul 2006
Posts: 1,552
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You sure you aren't thinking of EQ2? hehe... sounds like their text formatting. I had gone looking for a way to make all NPC quest text appear only in /tell to the player, but I couldn't find that either. I tried to write my own code, and failed miserably. Maybe I'll try again someday.
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  #6  
Old 12-15-2006, 03:38 PM
bufferofnewbies
Hill Giant
 
Join Date: Dec 2005
Location: Lurking in KY
Posts: 239
Default

Quote:
Originally Posted by John Adams
for a way to make all NPC quest text appear only in /tell to the player
actually ,now that I think about it. That is probably what SoD did, since the options dont show up to anyone except the questor.

Dang it, now I have to go digging another hole...
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