Peaverin Posted September 21, 2012 Author Share Posted September 21, 2012 Hi there.I'm using the newest version of Eclipse Advanced, based on eclipse origins.There is a little bug when I create an event:```[page1]Show message: Congratulations, i will give you 1000 gold and 1000 exp.Give: 1000 expGive item: 1000 goldSwitch 001 On[page2 (if switch 001 On)Show message: you are a good person that saved my life :P--```The problem is that if a player starts pressing control in front of the event after pressing continue, then when he press the actions below are repeated the same times as the player have pressed control.So if the player press control 10 times, there will be like 10 windows(one below the other) showing the same message, and when press continue, the actions will hapen 10 times because they are really 10 windows there.Can someone help me to fix it?Thanks Link to comment Share on other sites More sharing options...
Murdoc Posted September 21, 2012 Share Posted September 21, 2012 > Hi there.> > I'm using the newest version of Eclipse Advanced, based on eclipse origins.> > There is a little bug when I create an event:> > ```> > [page1]> > Show message: Congratulations, i will give you 1000 gold and 1000 exp.> > Give: 1000 exp> > Give item: 1000 gold> > Switch 001 On> > [page2 (if switch 001 On)> > Show message: you are a good person that saved my life :P> > --> > ```> > The problem is that if a player starts pressing control in front of the event after pressing continue, then when he press the actions below are repeated the same times as the player have pressed control.> > So if the player press control 10 times, there will be like 10 windows(one below the other) showing the same message, and when press continue, the actions will hapen 10 times because they are really 10 windows there.> > Can someone help me to fix it?> > ThanksStop pressing ctrl over and over? If you use show text it stops players from pressing ctrl as well. These are some workarounds I have used. Other than that you have to use the pages of an event, or conditional branches in such a way as to minimize the amount of actions in one part of an event. I can't tell you how to change the code to make it work different though because im not sure. Link to comment Share on other sites More sharing options...
tslusny Posted September 22, 2012 Share Posted September 22, 2012 Or add Exit Event Processign there Link to comment Share on other sites More sharing options...
Peaverin Posted September 22, 2012 Author Share Posted September 22, 2012 I tried all u said but it doesn't work…The problem is that a player can use this bug to win all the items he want...I tested adding exit event processign and the bug is the same. First will happen the actions +1000 gold and +1000 exp and then de stop event processign in all the windows oppened by pressing control.I don't know how to do it, but i think that the solution is to add to the scripts something that if you have opened an npc conversation and open another (by pressing control 2 times), then close the second (the last opened).Anyways, thanks all for the replies. ![^_^](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/happy.png) Link to comment Share on other sites More sharing options...
XerShade Posted September 23, 2012 Share Posted September 23, 2012 Try putting the message last, so it triggers the switch and stuff before they see the message. Link to comment Share on other sites More sharing options...
clark Posted September 23, 2012 Share Posted September 23, 2012 Actually is a problem that the player won't stop ctrl i tryed this out event placing the rewards first and aloat the end it duplicate (sort of exploit) i don't no coding alot but if someone could just tell me how to do this :Player press ctrl to NPC (event)Client read that player is in talk to npc (event only)then Client block using ctrl .When player talking to npc (event) finished (dialog box close) then client unblock ctrl usei think it's good method someone can do it easy (not me haha) Link to comment Share on other sites More sharing options...
Justn Posted September 23, 2012 Share Posted September 23, 2012 Umm yea this a huge bug.. thanks for pointing it out I just tried it and he is correct… We just need to make sure a player can only have one event panel open at a time.. I'm sure its easy to do I will try it now... Link to comment Share on other sites More sharing options...
Peaverin Posted September 23, 2012 Author Share Posted September 23, 2012 Doesn't anyone knows how to fix this yet?If someone knows post it here plx Link to comment Share on other sites More sharing options...
damian666 Posted September 23, 2012 Share Posted September 23, 2012 so, you make a variable blockinput, and set it to 0.when player gets in talk, set to 1, when it closes, set to 0and in ctrl press sub, add when blockinput = 1 then exit subeasy ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png) Link to comment Share on other sites More sharing options...
XerShade Posted September 23, 2012 Share Posted September 23, 2012 > so, you make a variable blockinput, and set it to 0.> > when player gets in talk, set to 1, when it closes, set to 0> > and in ctrl press sub, add when blockinput = 1 then exit sub> > easy ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)That would be client side though, you would want to implement this fix on the server, client side checks can always be hacked around. Link to comment Share on other sites More sharing options...
damian666 Posted September 23, 2012 Share Posted September 23, 2012 i know, but i merely gave the code they asked for, they talked about clientside ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png)ofcourse you should set it server side, when you send npcchat would be appropriate.then just detect when its done and reset it, same principle, just server based ![:)](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/smile.png) Link to comment Share on other sites More sharing options...
Justn Posted September 23, 2012 Share Posted September 23, 2012 But why do u want to disable the ctrl button? I would hate to be attacked and have to go through a whole conversation with an npc to beable to turn around and attack someone Link to comment Share on other sites More sharing options...
damian666 Posted September 23, 2012 Share Posted September 23, 2012 could also block further calls to the events, and not the button itself. Link to comment Share on other sites More sharing options...
Justn Posted September 23, 2012 Share Posted September 23, 2012 Oh ok that's makes sense Link to comment Share on other sites More sharing options...
damian666 Posted September 23, 2012 Share Posted September 23, 2012 it was purely a little snippet to get you going, hell, you could also disable the button, and set player to non-attackable.whatever works best ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png) Link to comment Share on other sites More sharing options...
Justn Posted September 23, 2012 Share Posted September 23, 2012 I just don't understand why it opens more than one frame anyways what's the point of having that? I can see it just starting the conv over or something but why the new window.. :/ Not really directed towards u damian but just in general… Link to comment Share on other sites More sharing options...
damian666 Posted September 23, 2012 Share Posted September 23, 2012 because he proberly didnt think about that ![:P](http://www.touchofdeathforums.com/community/public/style_emoticons/<#EMO_DIR#>/tongue.png) Link to comment Share on other sites More sharing options...
Justn Posted September 23, 2012 Share Posted September 23, 2012 Hmm maybe i can look at robins conversation system for reference(probably just a tiny one) cause I never had that problem when using that system. Yes I know they are completely different.. thanks for posting this bug peavir and thanks for replying damian Link to comment Share on other sites More sharing options...
XerShade Posted September 24, 2012 Share Posted September 24, 2012 this should be in the event handler.```if(Player[Index].InEvent){ return;}Player[Index].InEvent = true;```then on the exit calls```Player[Index].InEvent = false;``` Link to comment Share on other sites More sharing options...
Joyce Posted September 24, 2012 Share Posted September 24, 2012 > this should be in the event handler.> > ```> > if(Player[Index].InEvent)> > {> > return;> > }> > Player[Index].InEvent = true;> > ```> > then on the exit calls> > ```> Player[Index].InEvent = false;> ```Except nobody here uses Java(?). Link to comment Share on other sites More sharing options...
Peaverin Posted September 29, 2012 Author Share Posted September 29, 2012 Hey i do a little bump to this post because i think it's important that someone fixes that bug… Link to comment Share on other sites More sharing options...
boyesjs03 Posted October 1, 2012 Share Posted October 1, 2012 If you use a conditional branch where the player needs an item, then the player can only do it as many times as they have the item? Just consider making an item only obtainable from the quest?? :-) Link to comment Share on other sites More sharing options...
Justn Posted October 1, 2012 Share Posted October 1, 2012 I believe this is only a bug with deathbeams engine you should try posting in his thread Link to comment Share on other sites More sharing options...
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