Shadow Wolf’s extensions can be found in this pastebin. So far as I know, they’ve never been in the Public Library nor the Friends repo.
None are more recent than 2013; version 9.1/6L02, released in 2014, had enough backwards-incompatibilities that it was commonplace for previous extensions to not work in it without modification.
Thanks my friend, I was out of circulation for a long time (busy with some other programming developments) and my pc crashed on me last week and I was forced to rebuild it from scratch.
Now I am up and running although still busy with the other programming I will ask your help from time to time as I slowly pick up the ropes with my Inform project.
I have changed that extension with the linked one and now everything works fine, thanks.
I have a conversation going but at some point it should only continue when an item was discovered. Currently while searching for the item and you talk to the other person the previous conversation continues, and that should not happen, only after the object was found.
One way to do that would be to define a non-active chat node and then activate it when the item is found or examined, like this:
[...]
Secret-discovered is a non-active chat node with quip "'Text of the conversation option goes here.'". "'Text of the response goes here.'"
The secret letter is in the Living Room. The description is "It reveals a secret."
After examining the secret letter for the first time:
activate Secret-discovered;
I am also having a bit of a problem again with the non-active chat node coding.
Yesterday I got it up and running, made some other changes and now it just doesn’t seem to read the code anymore.
Below is the part that needs to be activated only after the gun was found.
Mol-Cun-Talk3 is a non-active chat node. "Mol: I tell you I'm always jinxed, I always get landed with this crap. Shooter put him up against the wall and blew his brains out. Hell of away to go, doesn't really matter how you go once you're gone.".
Rule for finding responses to Mol-Cun-Talk3:
link to Mol-Cun-Talk4.
Mol-Cun-Talk4 is a non-active chat node with quip "Cun: Don't get soft on me now."." Let's take the gun back to the station.".
Rule for finding responses to Mol-Cun-Talk4:
link to Mol-Cun-Talk5.
Mol-Cun-Talk5 is a non-active chat node with quip "No, we have to find a gun store nearby. Do you know of any gun stores nearby?"."Yea, there is one a couple of blocks away in South Street.".
Below is the part where the gun is picked up for the first time.
After taking the gun in the Rooftop:
say "You pick up the shiny gun. [']So you are the actual murderer in this case. I wonder who your handler could be.['][line break]".
after taking the gun for the first time:
activate Mol-Cun-Talk3;
activate Mol-Cun-Talk4;
activate Mol-Cun-Talk5.
There are no errors now warnings nothing, it just don’t activate those required lines.
What am I missing from yesterday to today.
I undo all my other changes, still nothing.
Any idea what that could be and how I can fix this?
You’ve got two After rules there, but an After rule by default ends the action processing for that particular action (unless we tell Inform to “continue the action”), so only one of them will run, and in this case the one containing the chat-node activation doesn’t run.
So, it should work when you put the pick-up message and the activation all into one After rule.
After taking the gun in the Rooftop:
say "You pick up the shiny gun. [']So you are the actual murderer in this case. I wonder who your handler could
be.['][line break]";
activate Mol-Cun-Talk3;
activate Mol-Cun-Talk4;
activate Mol-Cun-Talk5;
continue the action.
In addition to activating them, you also need to link to them (just like other chat nodes), like this:
Rule for finding responses to <insert appropriate node here, for example your conversation starting node>:
link to Mol-Cun-Talk3; link to Mol-Cun-Talk4; link to Mol-Cun-Talk5.
Otherwise the extension wouldn’t know when to show them.
That depends on where you’d want the option(s) to show up. It could be a node in the middle of a conversation, or it could be the starting node of a conversation (that is, the node that comes up when the player types “TALK TO <NPC>”).
For example, with this extension, you’ll typically have a rule like:
Instead of talking to Harry: start a conversation with Harry-chat-hello.
(taken from the example included in the extension’s documentation)
And a node definition like this:
Harry-chat-hello is a chat node. "Harry looks up as you approach him."
Rule for finding responses to Harry-chat-hello:
link to Harry-chat-book; link to Harry-chat-fire; link to Harry-chat-again; link to Harry-chat-goodbye.
So, if you wanted to have Mol-Cun-Talk3 appear as an option on that node, you’d add the link to that “Rule for finding responses …”: