chronicleroflegends
Member
Been having this issue for a while, and was wondering if anybody may have encountered it/had a solution.
We have two main ways of triggering a text box:
NPC tiles and NPC monsters.
Both activate if you are touching them and press the appropriate input button.
The problem I am having is this:
NPC monsters can be activated no matter what as long as you collide with them.
NPC tiles only seem to set the npc_collision flag if all monsters and gameobjects (like powerups) are destroyed/don't exist except for the player.
Any idea why this would be the case?
It looks like the code setting the flag is the same in both.
All the check does in the activate text box input script is check to make sure that box_collision is not zero.
We have two main ways of triggering a text box:
NPC tiles and NPC monsters.
Both activate if you are touching them and press the appropriate input button.
The problem I am having is this:
NPC monsters can be activated no matter what as long as you collide with them.
NPC tiles only seem to set the npc_collision flag if all monsters and gameobjects (like powerups) are destroyed/don't exist except for the player.
Any idea why this would be the case?
It looks like the code setting the flag is the same in both.
All the check does in the activate text box input script is check to make sure that box_collision is not zero.