Is there anyway of storing player tiped info (numbers and text) and recovering it afterwards?
thx
player typed info?
Débuté par
el.sombrero
, oct. 07 2012 09:48
#1
Posté 07 octobre 2012 - 09:48
#2
Posté 07 octobre 2012 - 09:51
Yes. The party motto as entered by the player at the beginning of SoZ appears as the logo of the party's company at Crossroads Keep. So you can look at that.
#3
Posté 08 octobre 2012 - 04:40
It also updates those banners if you change your party motto from the party editing screen, as well, from any party registry book.
Also, a different way of doing it that doesn't require a new UI can be found if you look at the scripts attached to the Dungeon Master character (a male dwarf in the toolset). His conversation includes options where you actually type information into the chat window, and the dialogue captures that text to use it to teleport you to a cell with that tag.
Also, a different way of doing it that doesn't require a new UI can be found if you look at the scripts attached to the Dungeon Master character (a male dwarf in the toolset). His conversation includes options where you actually type information into the chat window, and the dialogue captures that text to use it to teleport you to a cell with that tag.
#4
Posté 08 octobre 2012 - 12:42
Hi el.sombrero
Yes, there is. Depending how you want to handle it, there are different ways. For instance, the simplest may be via a conversation, where YOU give the player choices of what they would "type" and then assign their answer to a CUSTOM TOKEN, which can be recalled via script.
However, the best way to capture player text in the purest sense, would be to design a GUI to capture their input and then use it elsewhere. Download and check out my GUI tutorial for this: XML Tutorial
NOTE: Scripting with XML gets a little more complicated, and so I would recommend you look at other examples first.
Cheers.
Lance.
Yes, there is. Depending how you want to handle it, there are different ways. For instance, the simplest may be via a conversation, where YOU give the player choices of what they would "type" and then assign their answer to a CUSTOM TOKEN, which can be recalled via script.
However, the best way to capture player text in the purest sense, would be to design a GUI to capture their input and then use it elsewhere. Download and check out my GUI tutorial for this: XML Tutorial
NOTE: Scripting with XML gets a little more complicated, and so I would recommend you look at other examples first.
Cheers.
Lance.
Modifié par Lance Botelle, 08 octobre 2012 - 12:44 .
#5
Posté 08 octobre 2012 - 09:14
Urg... GUI? What's a GUI?
(lol, maybe I'm too newbie for this... was hoping there was a solution with tradicional scripting or something like this. Nevertheless, I will chek it out. Thank you guys for your answers!
Cheers!
(lol, maybe I'm too newbie for this... was hoping there was a solution with tradicional scripting or something like this. Nevertheless, I will chek it out. Thank you guys for your answers!
Cheers!
#6
Posté 08 octobre 2012 - 09:16
Just by curiosity... Kamal, if I was going to check that thing about the banner, where should I start?
#7
Posté 08 octobre 2012 - 09:16
The one I suggested doesn't involve a custom GUI (graphic user interface). It uses the chat window that's always there.
Modifié par Tchos, 08 octobre 2012 - 09:26 .
#8
Posté 09 octobre 2012 - 08:22
Hey Tchos,
The suggestion involving the dungeon master scripts? how I do access them?
The suggestion involving the dungeon master scripts? how I do access them?
#9
Posté 09 octobre 2012 - 09:47
The way I suggested accessing them earlier was to find the Dungeon Master NPC in the toolset, and examine the scripts on his attached conversation. If you don't want to do that, you can open his conversation directly from the conversation menu. The name of the conversation is gr_dm.
http://imageshack.us...599/dmconvo.jpg
From there, examine the entries such as "I want to create an item" or "Go somewhere">"Jump to a tag I type in", or the others that use the same method of capturing player's typed text from the chat box. Check the Action tab of each one to see what script and parameters they're using, and how they're saving the information as local variables.
http://imageshack.us...599/dmconvo.jpg
From there, examine the entries such as "I want to create an item" or "Go somewhere">"Jump to a tag I type in", or the others that use the same method of capturing player's typed text from the chat box. Check the Action tab of each one to see what script and parameters they're using, and how they're saving the information as local variables.
Modifié par Tchos, 12 octobre 2012 - 10:53 .
#10
Posté 09 octobre 2012 - 10:34
Here's a thread where people are talking about capturing the typed text. This might be more straightforward than examining the DM, although with the DM you have him as an existing, working example that you can spawn in a module and try out yourself.
http://social.biowar...2/index/3200112
There's also another method that also uses the chat box, with an example here:
http://nwn2.wikia.co...i/On_Chat_Event
http://social.biowar...2/index/3200112
There's also another method that also uses the chat box, with an example here:
http://nwn2.wikia.co...i/On_Chat_Event
#11
Posté 11 octobre 2012 - 11:54
Hi again,
The tutorial I link you too has the outlines of a text capturing GUI (graphical user inteface) within a demo module, which you can take apart and see how it is done. (It's the name changing part of the code.)
Using a simple GUI, which is presented via script call to capture the typed in text as you are asking, is the easiest way to do it. If you can work through the tutorial and look at the demo module, you will see how it all comes together - and design a GUI with scripts as you need.
Cheers.
Lance.
The tutorial I link you too has the outlines of a text capturing GUI (graphical user inteface) within a demo module, which you can take apart and see how it is done. (It's the name changing part of the code.)
Using a simple GUI, which is presented via script call to capture the typed in text as you are asking, is the easiest way to do it. If you can work through the tutorial and look at the demo module, you will see how it all comes together - and design a GUI with scripts as you need.
Cheers.
Lance.
#12
Posté 12 octobre 2012 - 10:43
Thanks you all, dudes... will try it out!





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