Hi Eric,
I think I reached a point of diminished returns tonight trying to get this to work, so I figured I would post here for help.
I have 3 issues.
Here’s the scenario.
After a trigger, an NPC arrives and starts a conversation; I then want 3 responses suggested to the PC. Picking one of them advances the story. Anything else has a default response and then the 3 possible responses are suggested again.
- However, the suggestions aren’t shown until I interact with the NPC. Here’s the code:
Trigger code:
clientArrival() {
client.actionMoveInto(pettingZoo);
clientArrives.invokeItem();}
Code immediately after NPC object:
[code]+ clientArrives: ConvAgendaItem
isReady = true
invokeItem() {
isDone = true;
“The client found me. I wasn’t ready for this. He smiled broadly and [snip]
<.convnodet client-greeting>”;
}
;
-
clientChatting : ActorState
isInitState = true
specialDesc = "My client was rather patiently waiting for me to respond. "
stateDesc = "He looked at me, waiting for me to speak. "
isActive = true
attentionSpan = nil
; -
SayTopic ‘you’re nervous; you are i’m i am’
"Hahahahah, ahhhh! Ah! Sorry to be so nah, n-nervous! I’m glad, ah, that you met me here, however. Sorry, I
didn’t get your name, however?<><.convnode client-findWoman><.topics>" name = 'I\'m nervous'
;
- SayTopic ‘that I’m curious; you are i’m i am’
"I’m extremely curious, naturally. But I’m a professional. I’m up for anything. Sorry, I didn’t get your name, however?<><.convnode client-findWoman><.topics>" name = 'I\'m curious'
;
- SayTopic ‘I could guess’
"Psh, I bet I could guess. I tried to come off as confident. I tried to come off as in control of the situation.
I failed at those two things, because the client just chuckled. Rather than get all red-cheeked, I deflected.
Sorry, I didn’t get your name, however?<><.convnode client-findWoman><.topics>" name = 'I could guess'
;
- ConvNode ‘client-greeting’
npcGreetingMsg = nil
limitSuggestions = true
npcContinueList : CyclicEventList {
eventList = [
‘You’re probably still wondering what this is all about? he reminded me.<.topics>’,
nil,
‘You OK? he smiled cautiously, I asked you if you’re wondering why I brought you here today. <.topics>’,
nil
]}
canEndConversation (actor, reason) {
"I didn’t break off the conversation at that point. ";
return nil;
}
;
++ DefaultConvStayTopic
“There were more specific things I needed from him. <.convstay>”
isConversational = nil
;
[/code]
The trigger works fine but none of those say topics are suggested until I initiate conversation with the NPC, either by ‘talk to client’ or ‘client, hello’. This is the output:
-
Also, the cycleEventList in the client-greeting convNode never gets triggered.
-
In the ADV3 library, this is how the same code works:
In adv3Lite, it’s:
Is the ‘say’ optional in the ‘curious’ and ‘guess’ suggestions?
Apologies if this came across as ramblings, but I felt like I made a lot of progress tonight with no results to show for it… lol