Starting Conditional Question
#1
Posté 01 août 2011 - 03:15
If that isn't possible, how cpu intensive would it be to do an OnPerception and have them initialize the conversation based on class?
Or maybe in the OnUserDefined I do a class check and initialize the proper conversation?
#2
Posté 01 août 2011 - 03:44
Hopefully I understood what you were asking and hopefully my response might have made a little sense.
Modifié par GhostOfGod, 01 août 2011 - 09:28 .
#3
Posté 01 août 2011 - 05:49
However you only need one Textapperwhen "IsMember" script in this case that return true/false depending on player vs guild match. The script simply get which guild by checking the NPC (the guild master) to see which local variable the player need to have. and return the result.
in either case OnPerception\\OnUserdefined isn't required so no need to waste CPU at all.
#4
Posté 01 août 2011 - 07:09
http://nwcitadel.for...splay.php?f=153
#5
Posté 01 août 2011 - 03:09
You put a variable on the NPC speaking equal to the class number you want them to be checking for, and check against that in the starting conditional.
Any words that you might need to change based on class you can set either as a custom token in the same conditional (before returning the result), or use the default class tokens Bioware provided.
#6
Posté 01 août 2011 - 04:13
#7
Posté 01 août 2011 - 10:49
Failed.Bard wrote...
If the conversation is going to be the same, or only have one or two differences based on class names, then yes, it's doable, and fairly simple to do.
You put a variable on the NPC speaking equal to the class number you want them to be checking for, and check against that in the starting conditional.
Any words that you might need to change based on class you can set either as a custom token in the same conditional (before returning the result), or use the default class tokens Bioware provided.
Each guild conversation opens a store for said guild, I've never used the tokens so I'm lost there and haven't touched toolset or scripting in over a year now and was just getting away from dependance on the script generator then, so yeah.
#8
Posté 02 août 2011 - 08:09
Lightfoot8 wrote...
@Morbane: If nwn1 had arguments that you could add to the Starting Conditional, like the scripts you linked to, It would not be as much of a problem as it is in nwn1.
My bad - I come here to play when the NWN2 forum is sleeping - my apologies to the op.





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