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Messages - hood_rad

#1
Development / Re: Text box appearing when getting an item
September 14, 2019, 12:13:09 AM
ok got it working by putting game:start_dialog("_treasure.sword.1") in function item:on_variant_changed(variant)
#2
Development / Re: Text box appearing when getting an item
September 14, 2019, 12:08:50 AM
ok Im dumb sorry. I tried adding game:start_dialog("_treasure.sword.1") to sword.lua under function item:on_created() and under no function and I get this error for both: Error: In on_created: items/equipment/sword.lua:7: Cannot start dialog: this game is not running

should I be adding game:start_dialog("_treasure.sword.1") somewhere else maybe?
#3
Development / Re: Text box appearing when getting an item
September 13, 2019, 09:38:42 PM
sol.language.set_language("en") was already in my main.lua. Should it be added somewhere else? I tried adding game:start_dialog(_treasure.sword.1) to the item script and main.lua and I just get the error "Error: Failed to load script 'main': main.lua:11: ')' expected near '.1'" I also tried adding to main.lua and got the same error but no error about the language not being set. 

And I was thinking it might be something to do with the file directory that the item is in. I tried messing around by changing the dialog to "_treasure.equipment.sword.1" but haven't had any luck yet. Ill mess around a bit tonight to see if I can figure it out.

Thanks again for all the suggestions guys!
#4
Development / Re: Text box appearing when getting an item
September 12, 2019, 09:52:33 PM
ok so I think it has to do with the resource pack because I tried making a quest and only adding the sword.lua file and the sword sprite and I was able to get the text
#5
Development / Re: Text box appearing when getting an item
September 12, 2019, 09:47:53 PM
ok so I tried using a freshly extracted solarus quest editor, made a new quest and all I did was add the resource pack called "solarus-alttp-pack-master", added dialogue for _treasure.sword.1 and changed my starting location to "test_map/test_map" and still didn't get text. Maybe its the resource pack? Or I'm just really dumb which is more likely.
#6
Development / Re: Text box appearing when getting an item
September 12, 2019, 03:13:28 AM
so I found the code sol.language.get_dialog() in the solarus documentation pdf and I think that might be what I'm missing but cant get it to work either. Is there a certain function in my sword.lua that it should be used in or something like that maybe?
#7
Development / Re: Text box appearing when getting an item
September 12, 2019, 03:00:41 AM
Just tried with an npc using _treasure.sword.1 and I got the text with no errors. Is there an easy way to change what dialog is used when getting an item? I feel like I'm just really dumb and missing something super simple.

thanks!
#8
Development / Re: Text box appearing when getting an item
September 11, 2019, 09:22:45 PM
When its set as a pickupable I still dont get the text but it plays the animation. I think your right about the item just not having the script that calls for the text because I dont see any code for it in the items script. This is the script for the sword:
local item = ...
local game = item:get_game()

function item:on_created()
  item:set_savegame_variable("possession_sword")
end

function item:on_variant_changed(variant)
  game:set_ability("sword", variant)
end


Thanks again for the help!
#9
Development / Re: Text box appearing when getting an item
September 09, 2019, 09:42:15 PM
Thanks for the reply! No I dont get any errors and my dialog editor has dialog for my items under _treasure.sword.1, _treasure.shield.1 etc...

Here is the main.lua code:
-- Main Lua script of the quest.

require("scripts/features")
local initial_menus_config = require("scripts/menus/initial_menus_config")
local initial_menus = {}

-- This function is called when Solarus starts.
function sol.main:on_started()

  sol.language.set_language("en")

  sol.main.load_settings()
  math.randomseed(os.time())

  -- Show the initial menus.
  if #initial_menus_config == 0 then
    return
  end

  for _, menu_script in ipairs(initial_menus_config) do
    initial_menus[#initial_menus + 1] = require(menu_script)
  end

  local on_top = false  -- To keep the debug menu on top.
  sol.menu.start(sol.main, initial_menus[1], on_top)
  for i, menu in ipairs(initial_menus) do
    function menu:on_finished()
      if sol.main.game ~= nil then
        -- A game is already running (probably quick start with a debug key).
        return
      end
      local next_menu = initial_menus[i + 1]
      if next_menu ~= nil then
        sol.menu.start(sol.main, next_menu)
      end
    end
  end

end

-- Event called when the program stops.
function sol.main:on_finished()

  sol.main.save_settings()
end

-- Event called when the player pressed a keyboard key.
function sol.main:on_key_pressed(key, modifiers)

  local handled = false
  if key == "f11" or
    (key == "return" and (modifiers.alt or modifiers.control)) then
    -- F11 or Ctrl + return or Alt + Return: switch fullscreen.
    sol.video.set_fullscreen(not sol.video.is_fullscreen())
    handled = true
  elseif key == "f4" and modifiers.alt then
    -- Alt + F4: stop the program.
    sol.main.exit()
    handled = true
  elseif key == "escape" and sol.main.game == nil then
    -- Escape in title screens: stop the program.
    sol.main.exit()
    handled = true
  end

  return handled
end

-- Starts a game.
function sol.main:start_savegame(game)

  -- Skip initial menus if any.
  for _, menu in ipairs(initial_menus) do
    sol.menu.stop(menu)
  end

  sol.main.game = game
  game:start()
end


Also as a side note I do get the save and quit text so it shouldn't be because I don't have a language set

Thanks again for the suggestions and help
#10
Development / Text box appearing when getting an item
September 08, 2019, 11:26:23 PM
Im probably missing something really simple but I'm following the tutorials and I'm trying to get dialog's to work right now when getting an item when opening a chest for example. In the tutorial it says to add sol.language.set_language("en") to main.lua but that didn't help at all and when I looked at a sample quest it didn't have that line of code in it either but still had text pop up when opening a chest and getting a sword. I also know I have the text setup in dialogs.dat the exact same as in the tutorial. Has something changed since the tutorial and I need to do something different to get dialog's working?