Hello fellow slimes,
There are two issues I'm currently having trouble with:
*If a default weapon uses an attack that costs items, the attack will still work even if you have none of the required item left.
*I have an NPC set to "on touch" and "follow player". The NPC triggers a textbox, then a battle, then another textbox with a switch to turn the NPC "off". However, I'm finding that the NPC will usually be activated again after this sequence. I've tried suspend npc etc to no avail. It almost seems like the NPC activation is being "stacked" before "suspend NPC" can activate.
Thanks in advance!
Does your item-costing attack have the "check costs when used as a weapon" bitset on? If not, that's probably the problem.
Attacks used through weapons don't check for costs by default (which also includes whether or not they can be muted, oddly enough), so if you don't have that bitset on you'll always be able to use the attack regardless of whether you can pay for it or not.
Not sure about the NPC problem, though.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Attacks used through weapons don't check for costs by default (which also includes whether or not they can be muted, oddly enough), so if you don't have that bitset on you'll always be able to use the attack regardless of whether you can pay for it or not.
Not sure about the NPC problem, though.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
When you say "suspend npc" do you mean the script term? If so that's not what that does.
Anyways, what you should do is just have the first textbox turn the npc off. This is just the way you have to do it. Something takes place during battles that makes these sorts of things a bit screwy.
Anyways, what you should do is just have the first textbox turn the npc off. This is just the way you have to do it. Something takes place during battles that makes these sorts of things a bit screwy.
Thanks for the replies.
Yes, the bitset "check costs when used as a weapon" is on. In fact, if I have the default weapon set to "unarmed" and then equip the gun, it functions perfectly fine.
When the gun is the default weapon, it still consumes the items ("ammo") just fine. The problem is that even if there is no ammo in the inventory, the attack still works.
Spoonweaver: Thanks, perhaps I'll use some backdrops during the conversation so that the player doesn't notice the NPC disappearing so abruptly.
=)
Yes, the bitset "check costs when used as a weapon" is on. In fact, if I have the default weapon set to "unarmed" and then equip the gun, it functions perfectly fine.
When the gun is the default weapon, it still consumes the items ("ammo") just fine. The problem is that even if there is no ammo in the inventory, the attack still works.
Spoonweaver: Thanks, perhaps I'll use some backdrops during the conversation so that the player doesn't notice the NPC disappearing so abruptly.
=)
Wow, that's really weird. That (using up MP/HP/items, but not becoming disabled when you don't have enough left) is exactly what normally happens when you don't have the bitset on for a weapon attack, but it's happening even when it is on...
Must be some sort of bug related to setting something as a default weapon, then.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Must be some sort of bug related to setting something as a default weapon, then.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Ok I fixed the problem.
I'm not 100% sure, but it seemed that if an attack with an item cost is chained to another attack without the item cost, it will continue to work even when the item is depleted. I fixed this by checking the bitset "do not chain if attack fails".
Thanks for all the help!
I'm not 100% sure, but it seemed that if an attack with an item cost is chained to another attack without the item cost, it will continue to work even when the item is depleted. I fixed this by checking the bitset "do not chain if attack fails".
Thanks for all the help!
guo wrote:
Ok I fixed the problem.
I'm not 100% sure, but it seemed that if an attack with an item cost is chained to another attack without the item cost, it will continue to work even when the item is depleted. I fixed this by checking the bitset "do not chain if attack fails".
Thanks for all the help!
I'm not 100% sure, but it seemed that if an attack with an item cost is chained to another attack without the item cost, it will continue to work even when the item is depleted. I fixed this by checking the bitset "do not chain if attack fails".
Thanks for all the help!
Hmmm. I am glad you found a workaround, but that sounds like it would still be an engine bug. If the cost is on the first attack, then the cost should be respected.



