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No parameters scripts for conversations ?


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7 réponses à ce sujet

#1
mj crom

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After playing with the level and area editor for some days, I took a look at the conversation editor.
I tryed to take an old script I had from NWN2, and use it for DA. It was a starting conditionnal, that checked the attribute of the PC against a Random + nDC integer.
But the int starting conditional doesn't seem to accept parameters in DA beside the "fixed ones", meaning, like in the "good old days" of NWN, that I will have to create a script for each and every attribute and difficulty check , instead of just one which I will give parameters to ?

If this is true, do you plan to implement it some days? Is there a workaround?

#2
Nodrak

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In your conversation conditions, use the Generic Script gen00plt_attributes and pick one of the options. LOW returns true if you have the attribute it appears, MED true if you have 15 or more, and High is 30 or more in the attribute. It looks like that function was intended to do more at one time (like creature level scaling and level differences), but it appears very basic now.



You could mimick this effect with ease.

#3
mj crom

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Thanks for the fast answer, but this is not at all satisfying, and even a huge step back compared to NWN2. This simple ability to pass parameters in conversation scripts made the NWN2 conversations a huge creative tool in my opinion.

The prospect to have to create a different script for each and every condition I want to check in a conversation, or the actions following a line, is very very very very discouraging.



Moreover, it seems that you can't pass multiple conditionnals in the DA conversation (or/and...).


#4
Nodrak

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It all has to be done in script. You can use a single script for your mod, but pass a ton of checks into it. The basic ones are just that gernic basic ones that test, BW probably wanted to get away from chance based conversations, I dunno.



You can make them do pretty much anything you want, you can check 15 different things in a single conversation line if want to, you just have to make the script.

#5
mj crom

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Sure, but for each condition or group of conditions, I will have to create a different script, and this is a pain. Like if I want to check 10 instead of 15, I will have to create a different script, instead of passing the variable through possible parameters, as was the case with NWN2.



I guess I will have to get along, but such a backward implementation is utterly discouraging.

#6
kosmonymous

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I was told that implementation of getting the parameters from the event that is passed to script from conversation call wasn't done in the release that was shipped. It wont be also in 1.02 patch but maybe after that.



Look here:

http://social.biowar.../8/index/228349

#7
kosmonymous

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Current workaround I use is define a plot and use that to pass enumerated integer. Also script can get player, conversation Owner and one boolean as a set/clear or true/false parameter.

#8
Nodrak

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That is more or less what I was talking about, I just assumed the script option in the conversation was for running specific events, rather then returning a result directly.



You can make a custom plot script (or rather a script that references some custom plot tags you create), and then just run normal script logic.