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Reme isn't reported as saved even if you leave Bontom with having freed him #79

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cooljeanius opened this issue Aug 7, 2022 · 14 comments · Fixed by #131
Open

Reme isn't reported as saved even if you leave Bontom with having freed him #79

cooljeanius opened this issue Aug 7, 2022 · 14 comments · Fixed by #131
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bug Something isn't working help wanted Extra attention is needed
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@cooljeanius
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To reproduce: Start Bontom, leave Reme caged, and then move Gawen to the signpost and tell him to retreat. Reme will still be freed even though he's not supposed to be. I think the issue here is in the {NEXT_SCENARIO_CONTINUE} macro...

@cooljeanius cooljeanius added the bug Something isn't working label Aug 7, 2022
@cooljeanius cooljeanius added the help wanted Extra attention is needed label Aug 16, 2022
@Toranks
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Toranks commented Feb 27, 2023

Be cautious with the use of [allow_undo] on events that can change variables. Must be related. When I get to that part I'll try it.

@cooljeanius
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I don't think the [allow_undo] is related, I think it has to do with porting from a previous version where the {NEXT_SCENARIO_CONTINUE} macro would end the level with status continue instead of victory, but since that's no longer an option, it has to be victory instead, which triggers the victory event...

@cooljeanius
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When I get to that part I'll try it.

So... did you find anything out?

@Toranks
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Toranks commented Mar 3, 2023

In ELSE you must put the conversation and code that should occur when Reme is NOT released. Also, you don't need to include the ability to recruit Akladians here, that already happens when Reme is released. So delete that allow_recruit and {VARIABLE ano_reme_saved yes}.

@Toranks
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Toranks commented Mar 3, 2023

I think this is all you need. The rest of the dialogue already happens when you release Reme on the other situations:

    [event]
        name=victory
		[filter_condition]
			{VARIABLE_CONDITIONAL ano_reme_saved equals yes}
		[/filter_condition]
        {MSG_Reme _"The outlaws are defeated!"}
    [/event]

@cooljeanius
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I think this is all you need. The rest of the dialogue already happens when you release Reme on the other situations:

    [event]
        name=victory
		[filter_condition]
			{VARIABLE_CONDITIONAL ano_reme_saved equals yes}
		[/filter_condition]
        {MSG_Reme _"The outlaws are defeated!"}
    [/event]

Have you tested?

@Toranks
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Toranks commented Jun 27, 2023

No, when I wrote it I was way ahead on the campaign, but I read the code well and by changing that event by shortening it, it is resolved, since the ano_reme_saved variable should not be changed to yes or in the following scenario the game will believe Reme was saved

@cooljeanius
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No, when I wrote it I was way ahead on the campaign, but I read the code well and by changing that event by shortening it, it is resolved, since the ano_reme_saved variable should not be changed to yes or in the following scenario the game will believe Reme was saved

ok, well please actually test to ensure, because sometimes code doesn't do what reading it would suggest, and then open a PR for it

@cooljeanius cooljeanius added this to the 1.7.0 milestone Jun 28, 2023
cooljeanius added a commit to cooljeanius/A_New_Order-1 that referenced this issue May 19, 2024
- be more explicit about carryover amounts for issue #14 (still need to check scenarios 20 thru 26)
- check for Lorin's presence in Kyobaine Easter Egg for issue nemaara#150
- attempt at improving the situation for issue nemaara#165 (still broken)
- Update commentary re: issue nemaara#79
- Updates to dialogue and translation notes for issue nemaara#182
- Enables Raedwood East for normal gameplay for issue nemaara#129
- Give Lorin unique bridge destruction dialogue for issue nemaara#187
@cooljeanius
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OK I think there's still something wrong here; on my current playthrough I cleared Bontom by defeating all the enemy leaders, and freed Reme from his cage in the process (but didn't evacuate him), so the scenario ended in victory, but then the story part for returning to the Scouting map played as if I'd failed to rescue him...

@cooljeanius cooljeanius reopened this Jun 28, 2024
cooljeanius added a commit to cooljeanius/A_New_Order that referenced this issue Jun 28, 2024
@cooljeanius cooljeanius changed the title Reme is still saved even if you leave Bontom without actually having freed him Reme isn't reported as saved even if you leave Bontom with having freed him Jul 25, 2024
cooljeanius added a commit to cooljeanius/A_New_Order-1 that referenced this issue Jul 25, 2024
- more spellchecking
- use proper portrait for Kyobaine in her death message
- tried to add a new fix for nemaara#79, but it doesn't seem to work...
- a few more footnotes
@cooljeanius
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OK someone else is going to have to figure this out for me, because the fix that I thought would solve this didn't actually...

cooljeanius added a commit to cooljeanius/A_New_Order that referenced this issue Jul 25, 2024
This at least gets the `ano_reme_saved` variable set properly, but it doesn't solve the part about the story being wrong, though... see issue nemaara/A_New_Order#79
cooljeanius added a commit to cooljeanius/A_New_Order that referenced this issue Jul 25, 2024
still doesn't work at fixing the story display...
see nemaara/A_New_Order#79
@cooljeanius
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@CelticMinstrel says that a scenario-level[lua][/lua] tag might work at getting the check inserted before the story plays; of course, that'd mean rewriting the WML I wrote for 7183078 as Lua...

@CelticMinstrel
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I will quote my response to that from IRC:

Well, the easy way would be to put the WML in the [args] tag and call it via wml_utils.handle_event_commands.

@cooljeanius
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I'm trying addressing this a bit with #194 but haven't gotten around to trying the [lua][/lua] method yet; that'll have to wait for later...

cooljeanius added a commit that referenced this issue Aug 24, 2024
* Start of another PR
  - Another attempt at fixing #23 again; cc @Toranks and @knyghtmare
  - Refer to Gawen as "Haldric" in S08 for #182
  - Dune is probably ok to reference explicitly by name in the translators' comments
  - try Lorin stat changes suggested in #179
* a number of additional minor fixes
  - be more explicit about carryover amounts for issue #14 (still need to check scenarios 20 thru 26)
  - check for Lorin's presence in Kyobaine Easter Egg for issue #150
  - attempt at improving the situation for issue #165 (still broken)
  - Update commentary re: issue #79
  - Updates to dialogue and translation notes for issue #182
  - Enables Raedwood East for normal gameplay for issue #129
  - Give Lorin unique bridge destruction dialogue for issue #187
* a few minor tweaks
* a few additional updates
  - add luacheck workflow
  - add a few additional changelog items
  - dialogue changes for checkbox 2 of issue #32
* Add Rob Roe death message
  - see issue #199
* some more changes from other repo
  - more spellchecking
  - use proper portrait for Kyobaine in her death message
  - tried to add a new fix for #79, but it doesn't seem to work...
  - a few more footnotes
* latest batch of changes from other repo
(squashed)
@cooljeanius cooljeanius modified the milestones: 1.7.0, 1.8.0 Aug 24, 2024
@cooljeanius
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OK that's about all I think I'm going to do with this for now; retargeting to 1.8.0

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3 participants