Conversation Library Issue - Animals

Doctor Agon
12 Jul 2017, 00:07Hi, trying to get the above to work. I have an animal named 'Bob'. I've ticked the animal attribute to 'True'. Every time the adventurer tries to talk to/speak to her, I get an error message.
Error running script: Function not found: 'Print'
The tutorial notes mention an attribute 'Playercannottalkto' or 'talktoanimals'. Do I need to set that to either the 'player' object, or 'Bob' object. Or is there something I've missed.
The Pixie
12 Jul 2017, 07:15Where did you get the libary from? The version on the Quest docs site is pretty old. The most recent version is here:
https://github.com/ThePix/quest/wiki/Conversations:-Library
ETA: In fact I have now edited the Quest docs so the old versions of my libraries weill no longer be available.

Doctor Agon
12 Jul 2017, 08:45It still does not appear to be working Pixie. I've set the animal attribute on the 'Bob' object to be true. I noticed that the speak attribute was in grey, so I've left that alone because it looks like the following code that needs to be pasted is already there:
if (GetBoolean(char, "animal") and not GetBoolean(game.pov, "talktoanimals")) { msg ("You spend a few minutes talking to " + GetDisplayName(object) + ", but something seems to be missing from the conversation... like any indication the creature understands a word you say.") return (true) } return (false)
Or do I still need to over-ride the Function 'Playercannottalkto'
The Pixie
12 Jul 2017, 10:34Looks like the formatting on the tutorial page got messed up for that code, it is possible that is the issue. That code needs to go into the PlayerCannotTalkTo
function; it does need to be overriden, and the capitalisation is important.

Doctor Agon
12 Jul 2017, 14:52Cannot find 'PlayerCannotTalkTo' Function. I've opened up 'Show Library Elements' and entered the function name in the search box at the top , but nothings coming up.
The Pixie
12 Jul 2017, 15:04Ah... I now realise I have a new version of the library, which has PlayerCannotTalkTo
in it, but I had not uploaded it, as it requires Quest 5.7. I did, however, update the tutorial, and hence the confusion.
In the hope that Quest 5.7 is out soon, I have now uploaded the new version, so if you change to that, it might work. And you might find new bugs...

Doctor Agon
12 Jul 2017, 16:24Ok. Uploaded new library file. Located relevant Function 'PlayerCannotTalkTo'. Copied it into game. Pasted relevant script. Parameters 'c' changed to 'char' (because first time I tried it, it threw an error message: Unknown Object or Variable). Added a gagstring to the 'Bob' object (animal in this case).
Still throws an error message: Error running script: Error compiling expression
The Pixie
13 Jul 2017, 07:29My bad (again). The script for PlayerCannotTalkTo
should be this (with c
as the parameter):
if (GetBoolean(c, "animal") and not GetBoolean(game.pov, "talktoanimals")) {
msg ("You spend a few minutes talking to " + GetDisplayName(c) + ", but something seems to be missing from the conversation... like any indication the creature understands a word you say.")
return (true)
}
return (false)
Guide has been updated, and I have tested this to make sure it works for me.

Doctor Agon
13 Jul 2017, 08:43Ok, Cheers Pixie.