More work is needed, I'm afraid. The global variable has sorted out the problem of the dice roll always failing due to values not being preserved, and I finally got a success result. Having more than one soldier in the tavern at the same time helped with that, and incidentally meant I got to check that soldier 1 wouldn't let me try to persuade him again but soldier 2 was still open to persuasion, so that part of the dialog code is working. But this was the result:
View attachment 31278
No patrol time is given. The reason is the usual one - at each of the "persuadeguard*" cases, there's a 'Preprocessor_Add("patroltime",patroltime);' line at the top, but there's also a 'AddQuestRecord(questname, *);' line further down, and 'AddQuestRecord' wipes previous preprocessed data.
Also, at case "smuggling_already_asked":
Code:
if(PChar == "woman")Preprocessor_Add("diminutive",XI_ConvertString("girl"));
I tracked down to this line when soldier 1 called me "girl" and I'm not playing a female character this time. The condition should be 'if(PChar.sex == "woman")'.
somehow I uploaded the wrong fiiiile
and here I was looking at my code and scratching my head wondring what I had missed
fixed the PChar.sex too
Also, at case "wongame", nothing to do with your new dialog but I spotted it while tracking down the above problem:
Code:
AddMoneyToCharacter(pchar, -price);
Should be 'AddMoneyToCharacter(pchar, (-1 * price));' if it's going to do anything. (I've still to acquire the "High Stakes" ability and then try gambling, so I don't know whether you're supposed to pay the guard. If you do, that change is needed. If you don't, that line can come out entirely.)
dunno exactly how that works, gonna have a look!
I still think that giving the player a choice of line might be a good idea. In the existing system, you can snog the barmaid (though you may need to talk to her several times before she gives the answer to "sample her charms"). If you do, the seaside picnic line automatically succeeds; if you don't, that line automatically fails. In the new system, you have a 1/5 chance of getting the picnic line, so there's hardly any point in doing the preparatory work. On the other hand, if you do give the player a choice and the player has snogged the barmaid, there's no reason to choose any other than the picnic line, given that one is a guaranteed success and the others aren't. (Mind you, I can hardly ever be bothered annoying the barmaid until she gives in, so I'd probably choose anything other than the picnic line to get at least a chance of a successful persuasion.) Possible future development: figure out similar preparations for the other lines, then give the player the choice of line. So you get to choose which preparations to make and which line to use after making them.
I figured that snogging the barmaid was an obscure and weird enough event that I honestly wouldve preferred to take it out, but I dont wanna step on any toes. the dialogs for it seems to have some problems too.
rn one can just bother the guards until ones lucky with the dice roll, whichs probably easier than harassing the barmaid until she realises she'd like money to canoodle while she leaves the bar room unmanned. I envisioned it as a hidden bonus if you happen to have bonked, but ultimately its an identical option to the others. subject for change tho, ofc.
but it'd definitely be cool if there were other preparations you could take apart from "have high skills!
maybe even branching dialogs or somesuch! (lots of work, but otoh I have written ~100 lines of dialog for a pointless branching conversation for the opening of a future quest
). and while sending an officer is a much more valid choice now, that'd would make it an even more attractive option if one dont want to/dont have the ability to spend the effort preparing oneself! but Im afraid of making it too much of a bother too.. after all, it's possible to minimise your chances of capture by a lot even if you dont find the right time.
optimally I'd like to somehow make it clearer that failing to persuade a guard or even getting the patrol time at all isn't the end of the world. I have written a sorta guide in the smuggling book, but tbh, most ppl wont read that more than once, and its a lot of text
anyway, I love the idea of an expanded dialog and persuasion system overall, so it's probably something I'd like to take a look at more
adding some preparations shouldnt be
too hard
I'd like it to be possible to influence the bribing price too. like maybe it can vary with patrol state? and you could maybe haggle, with the risk of losing the chance. worth thinking about. but should probably make sure the smuggling works overall before adding even more layers