for the dialog option to be revealed it does not matter that he gives town at all - the important thing is that he gives _healer_
Quest a0c00y11 - sick NPC has wrong/different name [RESOLVED]
- Nystul
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Re: Quest a0c00y11 - sick NPC has wrong/different name
please read my post carefully, since I edited it a bit to make it more clear
- Nystul
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Re: Quest a0c00y11 - sick NPC has wrong/different name
looking into the save
for your save it only shows up in the "tell me about" section - comparing to my save now
- Ferital
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- Nystul
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Re: Quest a0c00y11 - sick NPC has wrong/different name
you are right
ok I can reproduce now - looking into it
first guess is that quest popups might not correctly trigger dialog linked resource reveal (not updating the isAvailableForDialog flag as you assumed)
sry, that it took me so long to understand the issue
ok I can reproduce now - looking into it
first guess is that quest popups might not correctly trigger dialog linked resource reveal (not updating the isAvailableForDialog flag as you assumed)
sry, that it took me so long to understand the issue
- Ferital
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Re: Quest a0c00y11 - sick NPC has wrong/different name
Because I wasn't very clear about it, sorry
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Re: Quest a0c00y11 - sick NPC has wrong/different name
There's a thread about this quest in the resolved section
viewtopic.php?t=1062
It sounds like the same issue Ferital is describing?
viewtopic.php?t=1062
It sounds like the same issue Ferital is describing?
- Nystul
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Re: Quest a0c00y11 - sick NPC has wrong/different name
this was a null-pointer exceptionBansheeXYZ wrote: ↑Tue Mar 12, 2019 2:39 pm There's a thread about this quest in the resolved section
viewtopic.php?t=1062
It sounds like the same issue Ferital is describing?
this problem is indeed a separate one
I think I have a fix for it, Ferital you can try it out:
just change line 167 in Message.cs to this (explicitely tell macro expanding to reveal dialog links):
Code: Select all
macroHelper.ExpandQuestMessage(ParentQuest, ref tokens, true);
update:
I think we will have to check if the resource's name is resolved and only reveal it then, more precisely e.g.:
- _healer_ should reveal the dialog link
- ___healer_ should not reveal it
- Ferital
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Re: Quest a0c00y11 - sick NPC has wrong/different name
It works, thanks Nystul!
I'll try to do a bunch of other merchant/commoner's quests to check if it breaks things or not.
I'll try to do a bunch of other merchant/commoner's quests to check if it breaks things or not.
- Nystul
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Re: Quest a0c00y11 - sick NPC has wrong/different name
As master of edits and updates to existing posts of mine, I extended my previous post to highlight a limitation of this hotfix - pls take a look above
update ( ): ah that's quite easy to implement macro.type is our friend
the additional code change: line 95 in QuestMacroHelper.cs:
update ( ): ah that's quite easy to implement macro.type is our friend
the additional code change: line 95 in QuestMacroHelper.cs:
Code: Select all
if (revealDialogLinks && macro.type == MacroTypes.NameMacro1)
- Ferital
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Re: Quest a0c00y11 - sick NPC has wrong/different name
I see. I don't quite understand this part of DFU code for now, as I started to contribute to DFU in general pretty recently...