Error in QDK
GameBoy
06 Aug 2003, 16:27i think that if 2 rooms have the same alias, they kinda become the same room, and whatever you edit in one room, will effect the other room. i did a whole lot of scripting in one of the rooms, for a communication tutorial, and then when i saved it, it overrided the other room, so i did the other room again, and it overrided the other room.... strange, and annoying 
Alex
06 Aug 2003, 18:02The alias of the room shouldn't affect any QDK editing because QDK pays hardly any attention to it. Are you sure you didn't somehow have two rooms with exactly the same name, and are you certain you didn't end up confusing yourself somehow?
I'll take a look into it anyway.
GameBoy
06 Aug 2003, 22:25define room <tutorial1>
alias <Tutorial>
script {
msg <|cr|b(Grayze): |xb|cbFirst of all i'd like to teach you about communication. Talking to other people is quite simple. On the right hand side of this screen you will see a box which shows a list of objects and people. If you see anybody in the same place, simple type |cr|iHi|cb|xi then their name. They will then respond, and you can start talking to them.|n|nLets try this in the next room|n|n(press any key to continue)|n|w>
goto <tutorial2>
}
define object <Grayze>
alias <Grayze>
look <Grayze is short, and plodgy, but looks as though he knows what he's talking about, and has trained many before you>
speak <|cr|b(Grayze):|xb|cb No time to chat #charname#, we have work to do.>
article <them>
gender <he>
end define
end define
define room <tutorial2>
alias <Tutorial>
script {
msg <|cr|b(Grayze): |xb|cbFirst of all i'd like to teach you about communication. Talking to other people is quite simple. On the right hand side of this screen you will see a box which shows a list of objects and people. If you see anybody in the same place, simple type |cr|iHi|cb|xi then their name. They will then respond, and you can start talking to them.|n|nLets try this in the next room|n|n(press any key to continue)|n|w>
goto <tutorial2>
}
command <hi #npc#> {
set string <npc; >
if ( #npc# = grayze ) then {
msg <|cr|b(Grayze): |cb|xbHi #charname#.>
if ( #npc# = Lemonte ) then msg <|cr|b(Lemonte): |xb|cbHi #charname#, welcome to Carbralos, and the Goradian realm, enjoy your stay.>
}
}only thing that doesnt change is the objects in the room, but the script about 'communication' is the same, and if i change one the other changes
GameBoy
07 Aug 2003, 00:12just started the project all over, and i was right. if you edit one rooms' script, it edits another rooms' script, maybe all of them. might wanna look into this immediately... thanks
GameBoy
08 Aug 2003, 02:42just double checked, made a totally new game, made 2 rooms, one with the 'player enters room script' as nothing, and the other with 'player enters room' script as 'Test'. one room called 'thisisroom1' with alias 'blahblah1' and the other with name 'room2' with alias 'hmmm1', i edit one rooms' 'player enters room' script, and the other changes to exactly the same. We need this to be fixed immediately or else users cant use QDK properly
Alex
08 Aug 2003, 09:03I will check this out later today. Presumably this is with QDK 3.5 Beta and not with QDK 3.12?
GameBoy
08 Aug 2003, 12:42correct Alex 8)
paul_one
08 Aug 2003, 14:56He's right, one room's script when the player enters the room will go into the other.
I'm not sure if this is just with two or what, or just with enter script....
I'm not sure if this is just with two or what, or just with enter script....
GameBoy
09 Aug 2003, 00:34ive only tested 2 rooms, and i think its just the enter script
Alex
09 Aug 2003, 15:23I've fixed this bug. I'll probably release an updated version 3.5 Beta soon. This problem only affects the "player enters room" script.
GameBoy
09 Aug 2003, 20:38Nice one alex you're a star