0.13.5, QUESTING: "create foe msg ####" allows duplicate message display
See original GitHub issueDescribe the issue
I’m writing a custom quest that spawns two enemies at irregular intervals:
create foe _vamw1_ every 25 minutes 1 times with 20% success msg 1011
create foe _vamw2_ every 17 minutes 1 times with 15% success msg 1011
Msg 1011 fires when the first enemy spawns. However, I expected it to only fire once; the game currently shows message 1011 when the first instance of each enemy spawns, so in this case I get two of message 1011 at two different times.
To Reproduce
Steps to reproduce the behavior: A quest file is attached: JHKN201.txt
- Start the quest with the console.
- Loiter until the ghosts/wraiths spawn.
- The 1011 message will appear at the first spawn of each enemy.
Expected behavior
Message 1011 should appear only once, as is the rule in the quest engine.
Issue Analytics
- State:
- Created a year ago
- Comments:8 (8 by maintainers)
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@BadLuckBurt Per message block. Meaning once a message is displayed it can never be shown again. This is actually how classic operates. I tried to make things more flexible and implemented this based on task arming instead, so DFU is more flexible here.
This actually works OK almost all of the time. The problem @JayH2971 presents here is with the msg suffix and the assumption it would work like classic and lock out the text data once presented.
I’ll solve this problem in a way that compromises with Burt and retains some flexibility.
Following that logic, a fix is needed. I’ll demonstrate:
If I want a message to only appear once when multiple groups of enemies spawn, I cannot accomplish this currently.
If I want a message to appear at the first spawn of each type of enemy, I can do this.
If we were to change it:
If I want a message to only appear once when multiple groups of enemies spawn, I would be able to do this; and
If I want a message to appear at the first spawn of each type of enemy, I would be able to do this. (I can create a different message block for each enemy type with duplicate contents, thus showing the same message each time).
Therefore, the fix I recommend opens more possibilities rather than closing any.