View Issue Details
ID | Category | Date Submitted | Last Update | ||
---|---|---|---|---|---|
0001541 | Bug Report | 2019-03-27 19:36 | 2019-05-03 06:46 | ||
Reporter | Casiope | ||||
Severity | tweak | Reproducibility | always | ||
Status | closed | Resolution | open | ||
Summary | 0001541: We can ask Erik beer even if we already have beer | ||||
Description | See attachment. Steps to reproduce: 1. Progress in Ms. Dewitt's route until Eve asks MC some beer. 2. Go to Erik's bedroom. 3. Click on him. 4. Choose the dialogue choice "Beer." 5. Go to Erik's house basement. 6. Take the beer case. 7. You have the popup "Beer case in inventory". Issue: • Go back inside Erik's bedroom. • Click on him. • The dialogue choice "Beer." is still here. Solution: • The dialogue choice "Beer." should not appear when the beer is in inventory. | ||||
Platform/OS | Windows | ||||
Version | 0.17.5 | ||||
Beer.png (849,748 bytes) |
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The best solution is to add a new FSM state for Dewitt between the two states "S_dewitt_erik_get_beer" and "S_dewitt_clean_graffiti". This state, call it "S_dewitt_erik_take_beer", should be triggered after we talk to Erik about beer ( "T_dewitt_erik_deal" ). S_dewitt_erik_get_beer.add(T_dewitt_erik_deal, S_dewitt_erik_take_beer) Also a new trigger, call it "T_dewitt_beer_taken", should be added when the item "beer" is taken (I don't know how to do). Then modified the next state to: S_dewitt_erik_take_beer.add(T_dewitt_beer_taken, S_dewitt_clean_graffiti) Of course, the script characters\erik\button, line 114, should be modified: "Beer." if M_dewitt.is_state([S_dewitt_erik_get_beer, S_dewitt_clean_graffiti]): --> "Beer." if M_dewitt.is_state([S_dewitt_erik_get_beer, S_dewitt_erik_take_beer]): I hope I haven't made too many mistakes. |
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Forwarded to a future update or already fixed. | |