Thread: Ambermoon
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Old 23 May 2013, 08:31   #472
st-th
Bad Taste Development
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Join Date: Jul 2008
Location: Bonn / Germany
Age: 46
Posts: 48
Quote:
Originally Posted by dlfrsilver View Post
After playtesting Dor Kiredon, and gemstone inn, the value $34 is useless. The text blocs works perfectly without them and display correctly, so in the end i was right
<sigh>I explain it one more time...

Let's take 3Map_Texts.amb/315 as an example:

Code:
%Chunk:315
%Texts:13

%TB:2
Kire's Moon
%TE

%TB
THANKS TO ASRUB'S DESCRIPTION, YOU ARE ON THE LOOK-OUT FOR AN AROMATIC HERB.
%TE

%TB
THESE BRIGHT FLOWERS WERE DESCRIBED BY ASRUB AS BEING VERY EFFECTIVE.
%TE

%TB
THERE ARE SOME LONG THIN LEAVES GROWING HERE. ASRUB SAID THEY ARE VALUABLE.
%TE

%TB
YOU REMEMBER ASRUB'S WORDS. THESE BLUE STALKS WERE MENTIONED IN HIS LESSON
ABOUT SPECIAL HERBS.
%TE

%TB
YOU NOTICE A FEW SMALL MUSHROOMS BECAUSE THEY ARE GLOWING BRIGHTLY. ASRUB
SPOKE VERY ENTHUSIASTICALLY ABOUT THEM IN HIS LESSON.
%TE

%TB
THE GROUP IS BEING ATTACKED! YOU ONLY NOTICE THE BEAUTIFULLY CLAMOUFLAGED
BEASTS WHEN YOU ALMOST RUN RIGHT INTO THEM.
%TE

%TB
SUDDENLY LOTS OF HUNGRY BOG-DWELLERS CLAMBER OUT OF THE SLUDGY GROUND.
%TE

%TB
AS SOON AS YOU GET CLOSE TO THE STRANGE PLANT, ITS TENTACLES SHOOT OUT
TOWARDS YOU. THE TIPS OF ITS BRANCHES BURN LIKE FIRE.
%TE

%TB
$
%TE

%TB
WALLS OF SOLID HARDWOOD TOWER OVER YOU. WHEN YOU SHOUT, THE HEAVY TOWN GATES
OPEN.
%TE

%TB
AS YOU APPROACH THE SOLID WOODEN TOWN GATES, THEY ARE THROWN OPEN AND A GROUP
OF EXCITED DWARVES RUNS TOWARDS YOU. YOUR ARRIVAL IS A SENSATION!^ THEY
ACCOMPANY YOU INTO THE TOWN ...
%TE

%TB
AS YOU SET FOOT ON THE GREEN WORLD FOR THE FIRST TIME, SOMETHING VERY STRANGE
HAPPENS: A RED-BEARDED DEMON, NINE FEET TALL, APPEARS IN A CLOUD OF SMOKE AND
THROWS HIMSELF IN A RAGE ON YOUR BROOMSTICK! HE LOOKS AT IT IN DISGUST AND
THEN SMASHES IT INTO TINY PIECES. WITH A SATISFIED GRIN ON HIS FACE THE
STRANGE DEMON DISAPPEARS. THE BROOMSTICK IS JUST A PILE OF SPLINTERS.
%TE
Message #10 is an empty placeholder. If you remove that, messages #11, #12 and #13 move up one slot and become #10, #11 and #12 within this file. If the game now tries to display message #13, it will NOT BE THERE ANYMORE and you will see a "TEXT BLOCK DOESN'T EXIST!" error message. Is this really so hard to understand?

The above can be easily checked by going to the Forest Moon with the Witch's Broom. When you leave the Air Ship with the broom in your inventory, the game will try to display message #13, the red-bearded demon one. This works only with the placeholder string present.

And indeed, that message happily displays with the placeholder there, as I just tested. If you remove the empty message, the game won't display the demon message (how could it? it's #12 now instead of #13!) but the error message. Also just tested.
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