Inky use with conversationalist questions

Discussion in 'Ink NPC Dialogue Composition' started by Cirsee, Jun 30, 2021.

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  1. Cirsee

    Cirsee Avatar

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    So I tried the following - which worked fine in the coder - but anything placed in brackets or braces would not show in game at all. Is this intended?

    =Question
    {~It is Certain.|It is decidedly so.|Without a doubt.|Yes, definitely.|You may rely on it.|As I see it, yes| Most likely.|Outlook good.|Yes.|Signs point to yes.|Reply hazy, try again.|Ask again later.|Better not tell you now.|Cannot predict now.|Concentrate and ask again.|Don't count on it.|My reply is no.|My sources say no.|Outlook not so good.|Very doubtful.|No, absolutely not.|Be prepared for dissapointment.|You already know the truth in your heart.|It will come to pass.|It takes time for things to mend. }


    Also noticed that the ability to use [text] and have it not show as dialog does not work. In game it completely skips any options with the brackets around that text, but again works fine in the complier.
     
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  2. Tahru

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    It does not seem to work for all variations of syntax. But this is a working snip-it from one of mine...

    === bank ===
    Only adventures registered as VIP guests can use the bank in the pavilion.
    + VIP guests?
    ->
    vip_guests
    + ok
    Anything else I can help you with?
    ->
    main_menu
    + crafting materials?
    ->
    materials
    + community chest?
    ->
    community_chest

    ===
    vip_guests ===
    VIP guest membership is free. Just mail Tahru Seras requesting VIP guest membership.
    + Thanks
    Anything else I can help you with?
    ->
    main_menu
     
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  3. Cirsee

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  4. Tahru

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    These are the sites in the resources listings

    https://www.shroudoftheavatar.com/f...c-conversationalist-npc-with-dialogue.166771/

    https://www.inklestudios.com/ink/web-tutorial/

    https://github.com/inkle/ink/blob/master/Documentation/WritingWithInk.md

    And I found this reference that is probably what they are using to plug into the Unity game
    https://www.inklestudios.com/ink/

    I have not tried anything other than basic conversation. But I do intend to expand on that. Even basic stuff does not work for certain flavors of syntax and white spacing. Sorry I could not be more help.
     
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  5. Cirsee

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    Here is the full text of the simple 8 ball type of fortune telling I am trying to do:

    The woman looks at you knowingly. You sense her wisdom.
    Greetings Outlander, I am Madame Sylvia. I have a gift for telling one's future.
    ->Start
    ==Start
    Ask your question and I will answer.
    +You concentrate and whisper your question to Madame Sylvia.
    Her answer is: ->Question

    +You have had your questions answered and say your farewells to Madame Sylvia.
    She warmly waves goodbye to you. ->END
    =Question
    {~It is Certain.|It is decidedly so.|Without a doubt.|Yes, definitely.|You may rely on it.|As I see it, yes| Most likely.|Outlook good.|Yes.|Signs point to yes.|Reply hazy, try again.|Ask again later.|Better not tell you now.|Cannot predict now.|Concentrate and ask again.|Don't count on it.|My reply is no.|My sources say no.|Outlook not so good.|Very doubtful.|No, absolutely not.|Be prepared for dissapointment.|You already know the truth in your heart.|It will come to pass.|It takes time for things to mend. }
    ->Start

    ->END



    Again this works fine in the compiler, but the divert to question never shows in game.
     
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  6. Tahru

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    I'll play with a bit and see if I can figure it out.
     
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  7. Cirsee

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    I will probably have to look at the other links. I thought I had a good site for information. Maybe I do not.
     
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  8. Tahru

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    This works...

    The woman looks at you knowingly. You sense her wisdom.
    Greetings Outlander, I am Madame Sylvia. I have a gift for telling one's future.
    -> start

    === start ===
    Ask your question and I will answer.
    + You concentrate and whisper your question to Madame Sylvia.
    Her answer is:
    -> question
    + You have had your questions answered and say your farewells to Madame Sylvia.
    She warmly waves goodbye to you.
    -> END

    === question ===
    {~It is Certain.|It is decidedly so.|Without a doubt.|Yes, definitely.|You may rely on it.|As I see it, yes| Most likely.|Outlook good.|Yes.|Signs point to yes.|Reply hazy, try again.|Ask again later.|Better not tell you now.|Cannot predict now.|Concentrate and ask again.|Don't count on it.|My reply is no.|My sources say no.|Outlook not so good.|Very doubtful.|No, absolutely not.|Be prepared for dissapointment.|You already know the truth in your heart.|It will come to pass.|It takes time for things to mend. }
    -> start

    -> END


    Just a white spacing change
     
    Last edited: Jun 30, 2021
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  9. Tahru

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    One thing that annoys me is the conversationist don't have an exit. The user hast to press the "Leave" button. So there is little point in have an "END". Just keep on looping..
     
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  10. Cirsee

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    I agree. Would be nice to be able to really exit when a conversation is done.

    Thank you.. okay so SoTA prefers the diverts on separate lines.. okay :)
     
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  11. Cirsee

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    So I am still having the same issue in game.. see image to see what I mean about the options in braces not working:
    [​IMG]
     
    Last edited: Jun 30, 2021
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  12. Cirsee

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    Meanwhile you can see what the compiler says it should do:
    [​IMG]
     
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  13. Cirsee

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    So is it a bug or do shuffles not work in SoTA?
     
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  14. Cirsee

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  15. Tahru

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  16. Cirsee

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    yes that did it.. thank you.. I have a feeling it didn't update the script properly. I renamed it and loaded it up in game and it works :)
     
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