Ambrosia Garden Archive
    • An appeal for help


      I am working on a PoG plug-in and have reached a snag that stops my progress. The story has the hero collect 50 of a certain item to trade with an NPC for information. I have set the item up in the item editor so that the action link on the item display tab is supposed to add one to the item's global every time one is acquired. And in the use/drop links it is supposed to subtract one from the global if the hero drops or uses the item.

      When the hero meets the NPC a conditional checks the global for this item and, if its value is 50 or greater, a dialogue is supposed to give the information and then the item wizard removes 50 of the items from inventory. It seems right on paper, and I have double checked the path many times.

      When my hero approaches the NPC, the event starts off right but when it gets to the global check, the NPC answers "Come back when you have enough." which is the response if the player has less than 50 in inventory. And the event ends there.

      I have tried creating another NPC who will give information on the global status by saying &&gb;_item is set at x, but this doesn't work either. So I don't know if the problem is in the global increments or the global check.

      Sorry to be long winded, but can anyone help solve this?

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    • Quote

      Originally posted by Rubber Ducky:
      I have tried creating another NPC who will give information on the global status by saying &&gb;_item is set at x, but this doesn't work either. So I don't know if the problem is in the global increments or the global check.

      When you say it doesn't work, what do you mean? Does the global not show up at all in the dialog? Does the dialog not appear at all? Does a number show up in the dialog, but not the correct one? Or what?

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    • Quote

      Originally posted by Glenn:
      **When you say it doesn't work, what do you mean? Does the global not show up at all in the dialog? Does the dialog not appear at all? Does a number show up in the dialog, but not the correct one? Or what?
      **

      The exact dialogue on the screen while playing the plug-in is what I typed in the dialogue box for this NPC "The number of toadstools available is &&gb;_Toadstool" and what I expected to see is "The number of toadstools available is 55" So it is not giving a value for gb_Toadstool

      Edit: And now I feel really dumb because in just checking everything for the tenth time, I discovered a typo on the global definition which, of course, makes everything not work. I'll post again if the 'fix' doesn't fix it.

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      My Doctor said I was having too much wine, women, and song - so I gave up singing because 2 out of 3 is not so bad.
      The (url="http://"http://www.evula.org/rduck/")Kingdom of Garendall(/url) sectional map is easily printed from gif format pages.
      Find those areas you missed the first time around. You'll want to explore those hidden areas now made accessible with Spells Expander.

      (This message has been edited by Rubber Ducky (edited 04-07-2003).)

    • Quote

      Originally posted by Rubber Ducky:
      **The exact dialogue on the screen while playing the plug-in is what I typed in the dialogue box for this NPC "The number of toadstools available is &&gb;_Toadstool" and what I expected to see is "The number of toadstools available is 55" So it is not giving a value for gb_Toadstool

      edit: I discovered a typo on the global definition **

      This ought to be your problem. In a dialog box Coldstone will only substitute a string for a global if it finds a global stored that matches exactly(case sensitive I believe). If no match is found then it outputs the exact string that was typed.

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