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Crafting Convo Abort Help


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#1
WoC_Builder

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On our PW, we have a crafting item that allows a person to change the appearance of their items as they like; nothing new there.  But I want to change where the cost in GP is taken, from the beginning of the conversation (where the player confirms they wish to begin) to the end where they confirm they wish to finish.   That part was easy, simply altering where in the conversation the action taken script was placed.

My problem arrises when the player aborts the conversation after they have started crafting (as if they do not like the change, and wishes to quit before paying).

At this point, the item is changed with no cost in gold to the player.

Now, I rooted through all the crafting scripts and conversations from the Bioware standard stuff, thinking if I could see what they did I would be able to copy over the relevant portions to our convo.

Let me warn you, I am a scripting fledgeling.  So forgive me if my syntax is not correct.

I would assume that at the begining, when the player says that they would like to craft, somehow I need to check what the appearances on the item are and store that as a variable on the item.  Than I would think that on conversation abort, changes to said item are reverted back to the appearances stored on said variable.

Trouble is, in all my searching I could not find anything to point me in the right direction.

Now...I am not asking for someone to make this script (I don't care how simple it is for you :P), but if you know the precise location where I can find what I am looking for in the Bioware material, so I can dig up the information I need and actually learn, than that would be appreciated.

Thanks, Russ:D

Modifié par WoC_Builder, 24 août 2010 - 04:47 .


#2
Genisys

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How about you just use like Madragon's Tailors, like everyone else?

#3
Lightfoot8

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You need to place a script to handle it in the concersation aborted.



THe conversation aborted Event is on the last tab where the statring condition, action taken tabs are at. You will most likely have to scroll the tabs over so that you can see it. The stuff on that tab applys to the entire conversation and not just the node that is currently selected.


#4
Psyammy

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Could you post the link to Madragon's Tailors please.

Psyammy

#5
WoC_Builder

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Lightfoot8 wrote...

You need to place a script to handle it in the concersation aborted.

THe conversation aborted Event is on the last tab where the statring condition, action taken tabs are at. You will most likely have to scroll the tabs over so that you can see it. The stuff on that tab applys to the entire conversation and not just the node that is currently selected.


Okay, great!  I see that, and thanks for the tip. ;) Now, do you or anyone know where in the original Bioware scripts I might find how they worked their crafting system, so that when aborted, crafting reverts back to the original appearance?

If I could even identify the conversation, I might be able to winkle it out, now that I know where to look.  In the one conversation (x2_p_craftskills), all I can find in the abort position is x2_ci_end, which is the end cutscene script. 

#6
Lightfoot8

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Ok, After rereading your original post. Ill point you in the right direction.



Since there is no way to change an exsisting item, to change an item you destroy the old one and create a new item, It looks like the Bioware scripts stashed a copy of the original item somewhere.



The conversation you want to look at is not x2_p_craftskills. It looks more like the Item On Item crafting. Combining two items to make another.



The conversation you want to search out for your answers is: x0_skill_ctrap.




#7
WoC_Builder

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Sweet! Thank you very much, I'll get on this tomorrow when I have more time. Again, very appreciated!! :D