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NWN SCRIPTS

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Title  Custom Conversation Tokens
Author  Smooth
Submitted / Updated  03-04-2003 / 11-22-2006
Category  Conversation
Expansions  Works on all versions
View Code  

Select All Text | View Code in separate window
Format  Code Only
Type  Type - Other
Includes  None
Description
This is a pair of scripts I'm using in the module I'm working on - I couldn't see anything similar on the Vault so I decided to put it up in case anyone else can get some use out of it. It sets up custom tokens, which are similar to the standard Bioware tokens (ie sir/madam, race, class) but can be set to anything you want. I've put in a range of PC-based tokens, based on gender, race, best stat, weapon wielded etc. To insert these tokens into your conversations, just put the script 'SM_TOKENS' in the 'Text Appears When' box. Then, type CUSTOMxx in angular brackets into the dialogue box, where xx is the number of the token you want. A list of tokens and their number is at the top of the script and in the included readme.txt. The actual function is in an include file, so you can add it easily to conversations that have a condition on the first node. It should also be fairly easy to add new tokens to meet your own needs. Version 1.0

Files

NameTypeSizeDownloads
smtokens.zipsmtokens.zip
Submitted: 03-04-2003 / Last Updated: 03-04-2003
zip3.66Kb481
--
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3 votes
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Comments (10):

Posted by Estelindis at 2009-02-06 15:31:25    Voted 10.00 on 02/06/09
Excellent script. Thanks a lot! :-)
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Posted by Mentalepsy at 2007-04-25 10:52:53    Voted 9.50 on 04/25/07
Easy to use and expand. Very helpful for implementing more detailed conversations.
_________________________
NWN1 Scripts:
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Posted by Tristan at 2004-11-09 11:35:47    Voted 10.00 on 11/09/04
Thanks. Good useful script to enhance NPC interactions and save "busiwork" time.

Posted by Tristan at 2004-11-09 11:33:00    Voted 10.00 on 11/09/04
Thanks so much for this script. I needed custom tokens for weapons, and it saved me a lot of time. You got my vote.

Posted by Smooth ( ..xxx.xxx ) at 2003-03-05 15:59:00    
oddbod:
No, no trouble, myself. The one time I was getting
, I found it was because I hadn't
recompiled the calling script after changing the include
file. As Orca said, it may be because you're using 'Actions
Taken' rather than 'Text Appears When'. I hope you find it
useful.

Orca:
Thanks, I didn't know that that paragraph thing had been
fixed, or that there had been a way around it.


Posted by Orca ( ..xxx.xxx ) at 2003-03-05 14:41:00    
Bugger - sorry for all these posts: its \n - not /n (Wish
you could edit your posts)

Posted by Orca ( ..xxx.xxx ) at 2003-03-05 14:36:00    
Soulwind: I thought this was fixed in 1.28? You have to
resave the dialog under that release though. (I have not
tried this its just from the release notes)
But the answer to your question is yes use /n within a
token. So if you want to define a token just for a cr:
SetCustomToken(99,"/n");

Posted by Orca ( ..xxx.xxx ) at 2003-03-05 14:28:00    
Great idea, & easily expandable/reduceable to suit personal
needs.

OddBod: My findings have been that if you define the tokens
in the "Action Taken" script it won't work cause it dosent
get run until that line is actually selected. (It will on
the second time round cause it got defined the first time)
Set it in the "Appear when" script, cause this always gets
run. Just make sure you "return TRUE" at the end.

Posted by Soulwind ( ..xxx.xxx ) at 2003-03-05 14:14:00    
Is it possible to create a token which will fix the hard
return issue in dialog? The little boxes in the dialog is
a bit messy. :)

Posted by oddbod ( ..xxx.xxx ) at 2003-03-05 13:32:00    
Nice... have you had any trouble putting this on the first
dialog line and trying to use one of them on that same
line? It should work in theory, but I've had problems in
the past doing that and getting . It
doesn't seem consistent though.

Anyway, definitely a good starting point. Thanks.

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