Well, I’m stumped. I tested that if you just carve out the dialogue system section with enough to make it compile, it doesn’t happen:
[spoiler][code]Definition: a person is other if it is not the player.
This is the rest of the turn rule:
abide by the every turn stage rule;
abide by the timed events rule;
abide by the advance time rule;
abide by the update chronological records rule;
abide by the adjust light rule;
abide by the note object acquisitions rule;
abide by the notify score changes rule;
follow the scene changing rules.
The conversational partner is a thing that varies.
Part 2.3.1 - Dialogue System
Chapter 2.3.1.1 - Dialogue Branches
A dialogue branch is a kind of thing.
A dialogue branch has a truth state called enabled. Enabled is usually true. [If a branch is not enabled, it doesn’t show up as a possible choice in the command prompt.]
A dialogue branch has some text called the prompt. The prompt of a dialogue branch is usually “[bold type]Error:[roman type] [Printed name] has no prompt.” [The prompt is the text that labels the option to choose the branch.]
A dialogue branch has some text called the description. [The description is the text displayed when the branch is chosen.]
A dialogue branch has a list of dialogue branches called the choices. [These are the child branches of the branch.]
A person has a dialogue branch called the home dialogue branch. [This flag indicates the default branch when you TALK TO someone.]
The null dialogue branch is a dialogue branch. The home dialogue branch of a person is usually the null dialogue branch. [A placeholder to prevent runtime errors due to not defining dialogue for someone.] The description of the null dialogue branch is “[bold type]Error:[roman type] Attempted to read out null dialogue branch.”
[If a branch has no children, it will end the dialogue upon being read out.]
Chapter 2.3.1.2 - Tearing Out Inform Dialogue
Understand the commands “ask” and “tell” and “say” and “answer” as something new.
To say use-talk-to:
say “(Use the command TALK TO or T to converse with other characters.)[run paragraph on]”
Understand “ask [text]” or “tell [text]” or “answer [text]” or “say [text]” as a mistake ("[use-talk-to][line break]").
Understand “ok” or “okay” or “nod” as a mistake ("[use-talk-to][line break]").
Understand “shake head” as a mistake ("[use-talk-to][line break]").
Instead of asking someone to try doing something, say “[use-talk-to][line break]”.
Instead of answering someone that something, say “[use-talk-to][line break]”.
Instead of saying yes or saying no or saying sorry, say “[use-talk-to][line break]”.
Chapter 2.3.1.3 - Engaged in Dialogue
Yourself can be free to act or engaged in dialogue. Yourself is free to act.
The available dialogue choices is a list of dialogue branches that varies.
Reading out something is an activity on dialogue branches.
To read out (current branch - a dialogue branch):
carry out the reading out activity with the current branch.
Rule for reading out a dialogue branch (called the current branch):
say “[description of the current branch][if the description of the current branch is not empty][line break]”;
if the number of entries in the choices of the current branch is 0, end the dialogue;
otherwise:
change the available dialogue choices to have 0 entries;
repeat with current child running through the choices of current branch:
if the enabled of current child is true, add current child to the available dialogue choices.
To say dialogue-cmd-prompt:
if the number of entries in the available dialogue choices is 0:
say “[bold type]Error:[roman type] Attempted to print the dialogue command prompt with no available choices. Now ending the dialogue…[line break]”;
end the dialogue;
otherwise:
repeat with N running from 1 to the number of entries in the available dialogue choices:
say “[N]) [prompt of entry N in the available dialogue choices][line break]”;
say “[line break]>”.
To start a dialogue with (provided partner - a thing):
if the home dialogue branch of the provided partner is not the null dialogue branch:
now the conversational partner is the provided partner;
if the number of characters in “Talking to [the conversational partner]” is greater than 14, now right alignment depth is the number of characters in “Talking to [the conversational partner]”;
now the command prompt is “[dialogue-cmd-prompt]”;
read out the home dialogue branch of the conversational partner;
now the player is engaged in dialogue;
otherwise:
say “[bold type]Error:[roman type] Attempted to start a dialogue with [the provided partner] but no home dialogue branch was defined for [them].”
To start a dialogue with (provided partner - a thing) using dialogue (chatter - a dialogue branch):
now the conversational partner is the provided partner;
if the number of characters in “Talking to [the conversational partner]” is greater than 14, now right alignment depth is the number of characters in “Talking to [the conversational partner]”;
now the command prompt is “[dialogue-cmd-prompt]”;
read out the chatter;
now the player is engaged in dialogue.
To end the dialogue:
now right alignment depth is 14;
now the command prompt is “>”;
now the player is free to act;
follow the rest of the turn rule.
After reading a command when the player is engaged in dialogue:
if the player’s command includes “[number]”:
let N be the number understood;
if N > 0 and N <= the number of entries in the available dialogue choices:
read out entry N in the available dialogue choices;
reject the player’s command;
stop;
say “Please choose a response from the list by typing the corresponding number.”;
reject the player’s command.
Chapter 2.3.1.4 - Talking To
Talking to is an action applying to one visible thing.
Understand “talk to/with [something]” as talking to.
Understand “speak to/with [something]” as talking to.
Understand “t [something]” as talking to.
Check talking to something that is not a person (this is the can’t talk to inanimate objects rule): say “You doubt that would make for engaging conversation.” instead.
Check talking to the player (this is the can’t talk to yourself rule): say “You aren’t that far gone, Marid.” instead.
Check talking to an other person when the home dialogue branch of the noun is the null dialogue branch (this is the can’t talk to someone with no dialogue rule): say “[The noun] [have] nothing to say to you.” instead.
Carry out talking to something: start a dialogue with the noun.
Lab is a room.
Include Menus by Emily Short.
Include Basic Screen Effects by Emily Short.[/code][/spoiler]
but I personally can’t see what’s causing it. I’d file this as a bug (you can point to the page on the Google Drive that contains your source code instead of pasting it all in). Or maybe someone more knowledgeable will be able to dig it up.