I have been having a problem with my NPC pulling up the PC-initiated flirt menu instead of his interjection. It is a sort of dialogue, appearing in the J file, but not triggered by the INTERJECT command. The triggering code looks like this:
IF
~Global("TsujathaRomanceActive","GLOBAL",2)
Global("TsujathaSunrise","GLOBAL",1)
Global("TsujathaNotChaste","GLOBAL",1)~
THEN BEGIN TsujathaSunriseTalk
SAY ~Blah.
In the TSUJATH.baf I have this code:
IF
Global("TsujathaRomanceActive","GLOBAL",2)
Global("TsujathaNotChaste","GLOBAL",1)
Global("TsujathaSunrise","GLOBAL",0)
InParty(Myself)
See(Player1)
PartyRested()
THEN
RESPONSE #100
SetGlobal("TsujathaSunrise","GLOBAL",1)
Dialog(Player1)
END
Instead of the talk firing, the PC-initiated flirt menu pops up. I am confused. Does anyone have any ideas?
Sillara
Odd Flirt Menu Problem
Started by Sillara, May 21 2004 07:52 PM
3 replies to this topic
#2
Posted 21 May 2004 - 11:10 PM
You've got to make sure that your flirt dialogues is as far down the J dialogue as you can so that it ONLY fires if no other dialogue could. This may require weighting dialogues started using a CHAIN construct as CHAINs naturally go lower in the file structures.
"You alone can make my song take flight..."
#3
Posted 23 May 2004 - 08:21 AM
Wouldn't making the flirts a separate .d file and then compiling them last work?
COMPILE ~dialog1.d~
~dialog2.d~
~dialog3.d~
COMPILE ~flirts.d~
COMPILE ~dialog1.d~
~dialog2.d~
~dialog3.d~
COMPILE ~flirts.d~
#4
Posted 23 May 2004 - 08:49 AM
Ermm... yes it would.
"You alone can make my song take flight..."