Sunjammer's Conversational Item Scripts 13 May 2008
v1.00
Sunjammer's Conversational Item Scripts address a number issues with the standard item-related conversation conditional and action scripts. These new scripts (where appropriate) are stack-aware, allow the builder to specify the category of targets (PC, PC party members or all party members) and allow the builder to specify the location of items (equipped, inventory or both).
The set of scripts currently includes:
sj_ca_create_items (replaces ga_give_item)
sj_ca_destroy_items (replaces ga_destroy_item)
sj_ca_take_items (replaces ga_take_item)
sj_cc_check_items (replaces gc_item_count)
sj_cc_has_item (replaces gc_check_item)
sj_cc_has_items
Getting Started
Download and unzip the ERF file. With the module you wish to use them in open in the toolset, select the Import option from the File menu and then navigate to the ERF file. Double click on the ERF file (or single click and click Open). If successful a message will appear confirming the number of scripts imported and the scripts will appear in the Scripts panel.
Known Issues
There is currently a bug nwscript which means that not all "acquired item" and "lost item" messages are suppressed when dealing with stackable items. This bug has been reported however until it is fixed players will see some individual messages in addition to the summary message created by these scripts.
I've noticed that the ginc_var_ops library does not support <= or >= comparisons. While this can be overcome by reversing the logic or modifying the quantity, it would be more natural for the builder if these operators were supported.
Further Information
If you have any questions, suggestions or constructive comments please let me know here, on the NWN2 Forums, or via my website.
Posted by Jau at 2008-09-11 11:47:47 Voted 10.00 on 09/11/08
Thank you so much for this! I finally can destroy 1 item within a stack of items! Also very well written descriptions and notes, for those of us still learning scripting.
One small suggestion. Would you possibly think of making an #include version of these functions? I'd love to have access to these functions when scripting.
Posted by Indira Lightfoot at 2008-08-05 03:23:58 Voted 10.00 on 08/05/08
I just learned about these on Bioware forum, and now thst i start testing them out, they are just superduper! Thanks SJ! _________________________ From someone who is starting to feel like an Ent among saplings when playing computer-based D&D games...
I've renamed this entry and its scripts however the contents remain unchanged. I've also uploaded a slightly prettier picture. _________________________ Sunjammer
Code Monkey
Posted by Sir_Elric at 2008-05-20 10:45:07 Voted 10.00 on 05/20/08
Nice work SJ _________________________ City of Melnibone
ausnwn.dyndns.org:5121
Posted by puket at 2008-05-15 14:57:02 Voted 10.00 on 05/15/08
Thank you.Why a ten?No failure in scripting.Important fix.Well documented in the scripts.
Cheers!
Posted by nicethugbert at 2008-05-14 05:26:35 Voted 10.00 on 05/14/08
Posted by dreatern at 2008-05-14 04:24:28 Voted 10.00 on 05/14/08
That's a very good work! _________________________ My Blog: Link (portuguese)
Posted by Qkrch at 2008-05-14 03:40:57 Voted 10.00 on 05/14/08
Late as usual :P but useful as ever _________________________ The Ancient NWN Spanish Community Link
Academy for Modding Excellence Link
The Everfire Forge, a weapon for your hero Link
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10 - A Masterpiece, Genuinely Groundbreaking 9 - Outstanding, a Must Have 8 - Excellent, Recommended to Anyone 7 - Very Good, Deserves a Look 6 - Good, Qualified Recommendation 5 - Fair, Solid yet Unremarkable 4 - Some Merit, Requires Improvements 3 - Poor Execution, Potential Unrealized 2 - Very Little Appeal 1 - Not Recommended to Anyone