Quest Entry values
Posted: Wed Feb 21, 2018 12:08 am
Hi Tony
I'm trying to find where I can get information about what details I can display dynamically in the Quest Entry field of the Quest editor. For example, something like[lua(Variable["Firewood"])] of 3 collected but for a quest state instead.
I tried changing it to [lua(CurrentQuestEntryState["Entry 1"])] but it thorws this error:
Thanks in advance
Nathan
I'm trying to find where I can get information about what details I can display dynamically in the Quest Entry field of the Quest editor. For example, something like[lua(Variable["Firewood"])] of 3 collected but for a quest state instead.
I tried changing it to [lua(CurrentQuestEntryState["Entry 1"])] but it thorws this error:
Code: Select all
Dialogue System: Lua code 'return CurrentQuestEntryState["Entry 1"]' threw exception 'Lookup of field 'Entry 1' in the table element failed because the table element itself isn't in the table.'
UnityEngine.Debug:LogError(Object)
PixelCrushers.DialogueSystem.Lua:RunRaw(String, Boolean, Boolean)
PixelCrushers.DialogueSystem.Lua:Run(String, Boolean, Boolean)
PixelCrushers.DialogueSystem.Lua:Run(String, Boolean)
PixelCrushers.DialogueSystem.FormattedText:<ReplaceLuaTags>m__35(Match)
System.Text.RegularExpressions.Regex:Replace(String, MatchEvaluator)
PixelCrushers.DialogueSystem.FormattedText:ReplaceLuaTags(String&)
PixelCrushers.DialogueSystem.FormattedText:Parse(String, EmphasisSetting[])
PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProQuestTracker:InstantiateQuestTrack(String) (at Assets/Dialogue System/Third Party Support/TextMesh Pro/Scripts/Quest Log Window/TextMeshProQuestTracker.cs:147)
PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProQuestTracker:UpdateTracker() (at Assets/Dialogue System/Third Party Support/TextMesh Pro/Scripts/Quest Log Window/TextMeshProQuestTracker.cs:106)
UnityEngine.Component:BroadcastMessage(String, SendMessageOptions)
PixelCrushers.DialogueSystem.DialogueManager:SendUpdateTracker()
PixelCrushers.DialogueSystem.QuestLog:SendUpdateTracker()
PixelCrushers.DialogueSystem.QuestLog:DefaultSetQuestState(String, String)
PixelCrushers.DialogueSystem.QuestLog:SetQuestState(String, String)
System.Reflection.MethodBase:Invoke(Object, Object[])
Language.Lua.LuaMethodFunction:InvokeMethod(LuaValue[])
Language.Lua.FunctionCall:Evaluate(LuaValue, LuaTable)
Language.Lua.PrimaryExpr:Evaluate(LuaTable)
Language.Lua.ExprStmt:Execute(LuaTable, Boolean&)
Language.Lua.Chunk:Execute(Boolean&)
Language.Lua.Chunk:Execute()
Language.Lua.LuaInterpreter:Interpreter(String, LuaTable)
PixelCrushers.DialogueSystem.Lua:RunRaw(String, Boolean, Boolean)
PixelCrushers.DialogueSystem.Lua:Run(String, Boolean, Boolean)
PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry, Boolean, Boolean, Boolean)
PixelCrushers.DialogueSystem.ConversationModel:GetState(DialogueEntry)
PixelCrushers.DialogueSystem.ConversationController:OnSelectedResponse(Object, SelectedResponseEventArgs)
PixelCrushers.DialogueSystem.ConversationView:SelectResponse(SelectedResponseEventArgs)
PixelCrushers.DialogueSystem.ConversationView:OnSelectedResponse(Object, SelectedResponseEventArgs)
PixelCrushers.DialogueSystem.AbstractDialogueUI:OnClick(Object)
UnityEngine.Component:SendMessage(String, Object, SendMessageOptions)
PixelCrushers.DialogueSystem.TextMeshPro.TextMeshProResponseButton:OnClick() (at Assets/Dialogue System/Third Party Support/TextMesh Pro/Scripts/Dialogue UI/TextMeshProResponseButton.cs:173)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
PixelCrushers.UIButtonKeyTrigger:Update() (at Assets/Plugins/Pixel Crushers/Common/Scripts/UI/UIButtonKeyTrigger.cs:35)
Nathan