StealFailed() bug
Wisp
Member Posts: 1,102
Situation: Store owner is equipped with a script that triggers on StealFailed() but which does not result in the actor going hostile. Upon a failed attempt to steal, StealFailed() will return true and the resultant script actions (such as dialogue) will run. However, after this, the actor will not respond to attempts to start dialogue. Saving and reloading will return the actor to being chatty, but apparently all flags on the STO will be disregarded when you access it (you can't buy, sell or use any of the services available before). This behaviour can be observed seemingly regardless of what actions, if any, result from StealFailed().
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Thanks
(same behaviour seen in a lightly modded BGT install)
<<<<<<<< .../test/stealamn.baf IF StealFailed([ANYONE]) THEN RESPONSE #100 DisplayStringHead(Myself, ~I'm a little teapot.~) END >>>>>>>> COMPILE ".../test/stealamn.baf"
Edit: expected behaviour: with the above code installed, you should be able to attempt to steal from Arnolinus' store until he runs out of items, and each time you fail, Arnolinus should claim to be a little teapot.
edit - just to say this is based on my understanding, I stopped stealing from stores years ago probably as a result of this sort of result...
Thanks