mob
NPC
Slimes
Slides=list(
1="Hi",
2="Want to make out?",
3="Let's do this!!",
)
Interact(mob/NPC)
if(NPC.DialogueSlide>=length(Slides))
NPC.CloseDialogue()
return
NPC.Dialogue(src)
mob
var
DialogueSlide=0
Slides=list()
mob
verb
Interact()
usr<<"You have interaction!!"
//set hidden=1
for(var/mob/NPC in get_step(src,src.dir))
NPC.Interact(src)
mob
proc
Dialogue(mob/NPC)
src.DialogueSlide++
winshow(src,"Dialbox.Text",1)
if(src.DialogueSlide>0)
winshow(src,"Goback.Button",1)
if(src.DialogueSlide<length(Slides))
winshow(src,"Continue.Button",1)
if(src.DialogueSlide==length(Slides))
winshow(src,"Finish.Button",1)
if(src.DialogueSlide>1)
winshow(src,"ContinueButton",0)
winset(src,"CommonDial.Text","text='[NPC[src.DialogueSlide]]")
return
CloseDialogue(mob/NPC)
src.DialogueSlide++
winshow(src,"Dialbox.Text",0)
winshow(src,"Goback.Button",0)
winshow(src,"Finish.Button",0)
return
I've been looking at quite a few threads on winset and winshow as well as various dialogue formats. I honestly feel like it might be the dmf that's the problem. I set up a label for the Dialbox, a button for each of the three buttons, the output box to say what happened, and an info box, just in case the Interact() macro isn't working. I keep getting this runtime/loop error that keep going on.
runtime error: Maximum recursion level reached (perhaps there is an infinite loop)
To avoid this safety check, set world.loop_checks=0.