I’m in a room with an NPC. I say hello to initiate the conversation, then I tell the NPC to go take a flying…or anything else for which there is no defined topic.
The game responds by printing the text of the DefaultConversationTopic twice…
I’ve tried trapping the action in dobjFor(Te3ll) and dobjFor(TellTo), then iobjFor(…) and even tried Doer ‘tell’, Doer ‘tell Actor’, and Doer ‘tell Actor to’ but was not able to land on a breakpoint in any of these.
Here’s the code…
[code]#charset “us-ascii”
#include <tads.h>
#include “advlite.h”
versionInfo: GameID
IFID = ‘445C38A3-AD1B-4729-957A-F584600DE5C1’
name = ‘test’
byline = ‘by Jerry Ford’
htmlByline = ‘by
Jerry Ford’
version = ‘1’
authorEmail = ‘Jerry Ford jerry.o.ford@gmail.com’
desc = ‘Testing default conversation topic.’
htmlDesc = ‘Testing default conversation topic.’
;
gameMain: GameMainDef
initialPlayerChar = me
paraBrksBtwnSubcontents = nil
;
me: Actor ‘me’ @room
“The main man.<.p>”
isHim = true
person = 2
;
otherPerson: Actor ‘other person’ @room
“The other person. <.p>”
;
- HelloTopic
“Hello, you say. \b
The other person does not respond.<.p>”
; - DefaultConversationTopic
“The other person does not answer you. The other person doesn't say much,
ever. <.p>”
;
room: Room ‘room’
“In the room. <.p>”
;
[/code]
Jerry