Bug #193: Quest "if" scenarios need correction
ID | #193 |
---|---|
Submitter | Apollo |
Product | EOSERV |
Severity | Normal |
Status | CLOSED, INVALID |
Submitted | 27th Nov 2012 |
Updated | 22nd Mar 2013 |
12 years, 5 weeks ago
If I understand from the example given, this should work:
if InputNpc(2) ShowHint("Hint Message")
For some reason, this does not work. I have tried various versions of the example such as adding the semicolon and action and no method creates the desired effect of simply showing a hint without moving a state.
Comments
12 years, 5 weeks ago
Seem to be all of the dialog rules effected like this. :/
11 years, 41 weeks ago
This is not how "if" works. You need a rule trigger:
rule InputNpc(2) ShowHint("Hint Message")
Updated Status to CLOSED, INVALID
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