Ok I got the demo of the Dynamic Menus For Conversations to work and even took screen shots how it shows up in my Quest game, but I am not seeing any real differences, minus the wording of the dialog, from it to mine. Yet it keeps telling me I have nothing further to say when I prompt my mother after the Starter Topic, when everything else should pop up as a Conversation Topic and let the player choose what they want to ask/tell next. I am putting the code for the demo here as well as my sample code. Me trying to sort through this mess just isn't working.
<!--Saved by Quest 5.5.5328.26617-->
<asl version="550">
<include ref="English.aslx" />
<include ref="Core.aslx" />
<include ref="ConvLib.xml" />
<game name="test2">
<gameid>e9cfff90-c70c-4ef8-9b33-7cd4dae1d31a</gameid>
<version>1.0</version>
<firstpublished>2014</firstpublished>
</game>
<object name="room">
<inherit name="editor_room" />
<usedefaultprefix />
<alias>Conversation Testing Room</alias>
<object name="player">
<inherit name="defaultplayer" />
</object>
<object name="teapot">
<inherit name="editor_object" />
</object>
<object name="boris">
<inherit name="editor_object" />
<inherit name="talkingchar" />
<inherit name="male" />
<alias>Boris</alias>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<start_from type="object">room</start_from>
<greet type="script">
msg ("'Hi, who are you,' you say to the man.")
msg ("'I'm Boris.'")
</greet>
<object name="boris_himself">
<inherit name="editor_object" />
<inherit name="startingtopic" />
<nowshow type="list">boris_dock_cranes; mary_dock_cranes</nowshow>
<alias>Himself</alias>
<talk type="script">
msg ("'Tell me about yourself.'")
msg ("'Well, there not much to tell really. I'm just a regular guy. Who like dock cranes.'")
</talk>
</object>
<object name="boris_dock_cranes">
<inherit name="editor_object" />
<inherit name="topic" />
<alias>Dock cranes</alias>
<nowshow type="list">; boris_cranes</nowshow>
<talk type="script">
msg ("'Sure, dock cranes. Cranes you see at the docks. What's wrong with that?'")
</talk>
</object>
<object name="boris_cranes">
<inherit name="editor_object" />
<inherit name="topic" />
<alias>Cranes</alias>
<hideafter type="boolean">false</hideafter>
<talk type="script">
msg ("'I like the ones that run on rails best.'")
</talk>
</object>
</object>
<object name="mary">
<inherit name="editor_object" />
<inherit name="talkingchar" />
<inherit name="female" />
<alias>Mary</alias>
<usedefaultprefix type="boolean">false</usedefaultprefix>
<object name="mary_herself">
<inherit name="editor_object" />
<inherit name="startingtopic" />
<alias>Herself</alias>
<talk type="script">
msg ("'Tell me about yourself.'")
msg ("'I'm 25, I'm a lawyer, and I like chocolate.'")
</talk>
</object>
<object name="mary_dock_cranes">
<inherit name="editor_object" />
<inherit name="topic" />
<alias>Dock cranes</alias>
<talk type="script">
msg ("'Dock cranes? seriously?'")
</talk>
</object>
<object name="mary_teapot">
<inherit name="editor_object" />
<inherit name="topic" />
<alias>Broken teapot</alias>
<talk type="script">
msg ("'You better clear up that mess.'")
</talk>
</object>
<object name="mary_weather">
<inherit name="editor_object" />
<inherit name="topic" />
</object>
</object>
<object name="philippa">
<inherit name="editor_object" />
<inherit name="female" />
<inherit name="talkingchar" />
<alias>Philippa</alias>
<ask type="scriptdictionary" />
<object name="philippa_key">
<inherit name="editor_object" />
<inherit name="startingtopic" />
<alias>Key</alias>
<nowshow type="list">philippa_key_again</nowshow>
<talk type="script">
msg ("'Hi,' you say to Philippa, 'can you help me find the key to this door?'")
msg ("'Sure, you need to look in the bedroom.'")
</talk>
</object>
<object name="philippa_key_again">
<inherit name="editor_object" />
<inherit name="topic" />
<alias>Key</alias>
<hideafter type="boolean">false</hideafter>
<talk type="script">
msg ("'Hi again,' you say to Philippa, 'can you help me find the key to this door?'")
msg ("'Have you tried looking in the bedroom yet?'")
</talk>
</object>
<object name="philippa_got_key">
<inherit name="editor_object" />
<inherit name="topic" />
<alias>Lock</alias>
<hideafter type="boolean">false</hideafter>
<talk type="script">
msg ("'Hi again,' you say to Philippa, 'I've got that key. Now I just need to find the lock.'")
msg ("'Good luck with that!'")
</talk>
</object>
</object>
<object name="key">
<inherit name="editor_object" />
<take />
<ontake type="script">
do (philippa_key, "hide")
do (philippa_key_again, "hide")
do (philippa_got_key, "show")
</ontake>
</object>
</object>
<command name="break_teapot">
<pattern>break teapot</pattern>
<script>
msg ("You break the teapot.")
do (mary_teapot, "show")
</script>
</command>
<walkthrough name="test">
<steps type="list">
talk to philippa
menu:Key
talk to philippa
menu:Key
talk to philippa
menu:Key
get key
talk to philippa
menu:Lock
speak to mary
menu:Herself
speak to mary
speak to boris
menu:Himself
speak to boris
menu:Dock cranes
speak to boris
menu:Cranes
speak to boris
menu:Cranes
speak to boris
menu:Cranes
speak to mary
menu:Dock cranes
break teapot
speak to mary
menu:Broken teapot
break teapot
speak to mary
</steps>
</walkthrough>
</asl>
<object name="mother">
<inherit name="editor_object" />
<inherit name="talkingchar" />
<inherit name="female" />
<alias>Mother</alias>
<hideafter type="boolean">false</hideafter>
<greet type="script">
msg ("\"Good morning.\", she says with a smile.")
msg ("\"Good morning\", you reply back.")
</greet>
<object name="mother_goodmorning">
<inherit name="editor_object" />
<inherit name="startingtopic" />
<alias>Goodmorning</alias>
<hideafter />
<nowshow type="stringlist" />
<talk type="script">
msg ("You rush up to greet her with a cheerful, \"Good morning mother!\".")
msg ("\"Good morning my Dear!\", she replies with the same enthusiasm. \"Sleep well?\", she asks as she pulls you onto her lap holding you tightly and moves the wandering blond hairs from your sparkling blue eyes.")
msg ("You smile and nod, telling a little white lie and she smiles back unknowingly, letting you go as you slide back to your feet on the plush carpet, before she resumes what she was doing previously.")
</talk>
<scenery />
</object>
<object name="mother_have_you_seen_father">
<inherit name="editor_object" />
<inherit name="topic" />
<alias>Have</alias>
<hideafter />
<nowshow type="stringlist" />
<talk type="script">
msg ("\"Have you seen papa?\", you ask, although you are sure he is around some where, but where is the question.")
msg ("You mother looks up briefly from writing, \"He should be in the Royal Counsel Chambers discussing today's events...\"")
msg ("\"What events?\", you ask curiously.")
msg ("Your mother speaks to you while still engaging in her writing. You are wondering what it is she is actually writing about. You mother has such pretty Hyrulian calligraphy... \"We are having a visitor from a far off land...\" she pauses as she dips the quill tip into some black ink.")
msg ("\"A foreigner? From where Mommy!?\", you ask excitedly. It is not often you get visitors from a strange land.")
</talk>
<scenery />
</object>
<object name="mother_please_tell_me_more_of_the_visitor">
<inherit name="editor_object" />
<inherit name="topic" />
<hideafter type="boolean">false</hideafter>
<alias>Please</alias>
<talk type="script">
msg ("\"Please tell me more mother.\", you say.")
</talk>
</object>
</object>
</object>
Ignore the very first greeting by my game. I put the dialouge haphazardly just to get it going. I am getting the same responses now, as I had before I added it this time. (I was trying to mimic that demo to my game as closely as possible.) I do not know the purpose of even having a Greeting Script if it wont start automatically at the start of the game or when you come into a room. (I start the game in that room with mother for my convenience as a tester, but come out and go back in with no greeting dialog...) I mean my original greeting, which is the second part of my dialog seems sufficient enough, but that is considered a Starter Conversation Topics.
And I still can not get the Conversation Topic to work. Any suggestions? And now I think I remember why my game stalled and why I stopped making it back then... Nothing that has to do with Quest or the community, just my lack of reasoning or following clear directions I guess...
Also I do not see anything remotely in my game code (And not just the snippet I gave you.) that shows what is at the bottom of the demo version.
<steps type="list">
talk to philippa
menu:Key
talk to philippa
menu:Key
talk to philippa
menu:Key
get key
talk to philippa
menu:Lock
speak to mary
menu:Herself
speak to mary
speak to boris
menu:Himself
speak to boris
menu:Dock cranes
speak to boris
menu:Cranes
speak to boris
menu:Cranes
speak to boris
menu:Cranes
speak to mary
menu:Dock cranes
break teapot
speak to mary
menu:Broken teapot
break teapot
speak to mary
</steps>
</walkthrough>
I would assume I would see "Mother" some where at the bottom of my own code, with maybe "speak to Mother" or </steps>, but I do not.
And Jay, I am slowly, but surely looking at your library/thread, but the more I look, the more code I see and well... yea...