Fix idle conversation combat condition - inverted logic and undefined function call#36
Fix idle conversation combat condition - inverted logic and undefined function call#36
Conversation
Co-authored-by: Mirrowel <28632877+Mirrowel@users.noreply.github.com>
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@copilot verify queries.is_player_in_combat() is not a valid call. Explain your position and detail your findings for this point: |
Verification of
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Well, they did decent work on Copilot i guess. I bet it is very good at making shit up. |
Issue
The idle conversation trigger had a critical bug on line 21 that prevented it from working correctly:
This code had two problems:
queries.is_player_in_combat()doesn't exist in the codebase, causing the mod to fail when attempting to trigger idle conversationsSolution
Changed line 21 to use the existing
is_in_combat()function with proper logic:This fix:
queries.is_in_combat(npc)function fromtalker_game_queries.scriptqueries.get_player()as the NPC parameter to check the player's combat statusnotto invert the check so idle conversations only trigger when the player is NOT in combatValidation
The fix follows established patterns in the codebase:
talker_trigger_callout.script(line 31) usesnot queries.is_in_combat(npc_obj)for non-combat calloutstalker_trigger_taunt.script(line 25) usesqueries.is_in_combat(npc_obj)for combat tauntsThe logic now correctly ensures NPCs only make idle conversation to "pass the time" when both the player and the speaking NPC are not engaged in combat, which aligns with the function's intended purpose.
Fixes the issue reported in #[issue_number] where @Mirrowel identified the inverted condition.
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Original prompt
Fixes #35
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