0.7.126: %n missing implementation [RESOLVED]

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Hazelnut
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Re: 0.7.126: %n missing implementation

Post by Hazelnut »

So have updated the PR as follows. I've added contextual handlers for quests and talking.

Talking:
%n resolves to conversation partner for greetings, and is a random name otherwise.

Quests:
Seeds the random gen with the quest UID before generating a random name.


Would be great if you guys could check it works as you expect.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

BansheeXYZ
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Joined: Fri Oct 23, 2015 8:19 pm

Re: 0.7.126: %n missing implementation

Post by BansheeXYZ »

This probably doesn't matter now, but one more note on this macro: remember when I said that the name changes on the note each time you use it? If you talk to someone, the name on the note becomes that person's name and it sticks... at least until you restart the program. Then it becomes random again.

It's almost like a temporary value is stored of the last person you talked to, and %n grabs that name first, but if there's nothing there, it just generates one. Looks like you guys figured it already, though.

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Hazelnut
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Re: 0.7.126: %n missing implementation

Post by Hazelnut »

No idea if you're referring to current DFU behaviour or classic there.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

BansheeXYZ
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Re: 0.7.126: %n missing implementation

Post by BansheeXYZ »

Hazelnut wrote: Wed May 29, 2019 11:06 am No idea if you're referring to current DFU behaviour or classic there.
Classic.

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Hazelnut
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Re: 0.7.126: %n missing implementation

Post by Hazelnut »

Ah right. That's probably because the same macro is used for random name and conversation partner. It wont stick now in DFU.
See my mod code for examples of how to change various aspects of DFU: https://github.com/ajrb/dfunity-mods

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