Page 1 of 1

Npcs selling the wrong thing.

Posted: Mon Oct 02, 2006 2:36 am
by snym15
Well, I tried to buy a hatchet from Timo for 20 coins.....however, he sold me a hat for 30 coins. I tried typing it a different way and ended up with another hat. I sold one back to find I'd only get 10 coins for it. But still no hatchet. the only thing I can think of as a reason for this is that the keyword for hat is conflicting with the "hat" in hatchet. But i don't know, maybe its just something I did.

has anyone else had this problem?

Posted: Mon Oct 02, 2006 2:38 am
by xEleas
I believe, but I'm not sure, that "Sam" sells hatchets.. And I also believe, yet am not sure that this NPC is found in a castle up north of Troll's Bane..

I hope that helps.

Posted: Mon Oct 02, 2006 2:43 am
by Nerisella Shortankard
try buying a "beil" it will work that way

Posted: Mon Oct 02, 2006 3:15 am
by snym15
ok. thanks

Posted: Mon Oct 02, 2006 8:16 am
by Skaalib Drurr
If you try to buy a hatchet from Sam you get a hat aswell. Go to the dwarf outside silverbrand. He will sell you all the tools

Posted: Mon Oct 02, 2006 4:39 pm
by Miklorius
It is obviously a bug with the keywords (hatchet).

There are some other problems with item names with more than one word.

Posted: Mon Oct 02, 2006 4:46 pm
by J S
As long as 'im Borgate ain't confusin' 'is beer mugs with bloody goat milk, I'll beh fine aye? Arr..


8)

Posted: Mon Oct 02, 2006 4:59 pm
by Estralis Seborian
Please post such problems on flyspray. It helps if you include a suggestion how to rename the items.

Example: hat -> slouch hat (hat is included in "hatchet")
crossbow bolt -> bolt (crossbow is included in crossbow bolt)

Posted: Mon Oct 02, 2006 5:04 pm
by Miklorius
What are the exact limitations of keywords?

The NPCs won't tell you the prices for "more-word-items", but they buy (some of) them; example: The "große leere Flasche" (big empty bottle?).

Posted: Mon Oct 02, 2006 5:43 pm
by Samantha Meryadeles
it is not the naming, it is simply a failure in the script. the one who scripted the npc hasn't watched out. in the list of triggerst hat is before hatchet. this way when you say hatchet, he triggers already by hat. hatchet has to be first, than hat.

Posted: Mon Oct 02, 2006 5:54 pm
by xEleas
Samantha Meryadeles wrote:it is not the naming, it is simply a failure in the script. the one who scripted the npc hasn't watched out. in the list of triggerst hat is before hatchet. this way when you say hatchet, he triggers already by hat. hatchet has to be first, than hat.
Exactly what I wanted to say.
Basicly, I think.. that for instance, an NPC sells " a hat " and " a hatchet "

the script, in brief, in a way that whenever someone tells the NPC something, he analyzes it in this order:

- If word is "a hat" = give hat.
- end dialogue.
- If word is "a hatchet" = give hatchet.
- end dialogue.

But basicly, whenever you say "a hatchet", the NPC will react to the first part of the word. "a hat-chet".

If the script was inverted, e.g: to detect "hatchet" before "hat", I believe it would work..

But on a second thought, I doubt the developpers didn't watch out for this common mistake..

Posted: Mon Oct 02, 2006 7:43 pm
by Nitram
we changed a name of the hat. Should solve the problem ;)

Posted: Mon Oct 02, 2006 9:27 pm
by Kevin Lightdot
Change the name of a crossbow bolt to little pokey thing! :D