Dialog help needed

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AuthorTopic: Dialog help needed
Agent
Member # 1104
Profile Homepage #0
Okay, so I was making a very basic scenario and I wanted to make a very basic dialog conversation. After some trial and error with coding the script, I got the it to work but when I load the town, it gives me this error:

Dialog script error: Improper block definer in line 29.

Yet the conversation runs normally and everything seems to be working fine...here's my town dialog text:
begintalkscript;


begintalknode 1;
state = -1;
nextstate = 1;
question = "Sunny Jim";
text1 = "You meet Sunny Jim. _What do you want, friend?_";

begintalknode 2;
state = 1;
nextstate = -1;
question = "YAY YOU WORK!!";
text2 = "I WORK!!!11!";
break;
Here's my town script:
begintownscript;

body;

beginstate INIT_STATE;
break;
beginstate EXIT_STATE;
break;
beginstate START_STATE;
break;
The NPC has it's 3rd memory cell set to 1, all other attributes are set to 0 and it's script is pointing to the unchanged basicnpc. How might I go about removing this error?

Thanks,
Reality Corp.

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Austrian Alex
Posts: 1307 | Registered: Tuesday, May 7 2002 07:00
Off With Their Heads
Member # 4045
Profile Homepage #1
I have no idea what that error is or what it means, but I can think of some things that could be wrong. Try this:

begintalkscript;
begintalknode 1;
state = -1;
nextstate = 1;
condition = 1;
question = "Sunny Jim";
text1 = "You meet Sunny Jim. _What do you want, friend?_";


begintalknode 2;
state = 1;
nextstate = -1;
condition = 1;
question = "YAY YOU WORK!!";
text1 = "I WORK!!!11!"
Numbering on text starts over at each node, so each one will have a text1. No break call necessary at any point. Not sure that a condition definition is necessary for each of these, but Jeff uses them for every node, so you might as well, too.

[ Wednesday, June 16, 2004 16:29: Message edited by: Kelandon ]

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The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
Agent
Member # 1104
Profile Homepage #2
Well, it worked! And the problem was the break after all...the text numbering really didn't have an effect on it. Thanks Kel!

Edit: 999

[ Wednesday, June 16, 2004 16:47: Message edited by: RC ]

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Austrian Alex
Posts: 1307 | Registered: Tuesday, May 7 2002 07:00