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NWN2 SCRIPTS

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Name  Custom Token Dialog System
Author  demetrious
Submitted / Updated  11-01-2006 / 01-17-2007
Category  Scripting routines
Type  Type - Conversations
Format  Module and Code
Patch  1.00
Description
Version 1a1

This is a powerful custom token dialog sytem that hopefully allows average scripters to be able to create custom token based conversations. It is essentially a port of Paul Speed's Z-Dialog System for NWN1 with several NWN2 oriented enhancements.

The strength of the system is building complex conversations where lists are dynamically built or there is a long listing of data. Great examples include billboards, riddle scripts, inventory management, 2da data lists, teleport or object selection etc. etc. All this gets done with one script per each "new" conversation. Examples are included.

The package includes SendText with ColorText Support as a sub-component that improves messaging and offers color text support for NWN2. It also includes a number of very robust list oriented API functions. (These are unchanged from Paul Speed's original release - allowing data manipulation in lists and linking objects, integers, and strings). So there is a quite a bit of very useful stuff buried in the main include file.

The package includes documentation, an example module, and an erf.

Please take the time to vote and leave comments if you seriously looked at/have used the package. Thanks.

Revision History:

Version 1a1: Minor code update to ONLY update ColorText() function. Updated documentation, streamlined code in one example and added example template to erf with the update.


Files

NameTypeSizeDownloads
Custom_Token_Dialog_System_v1a1.zipCustom_Token_Dialog_System_v1a1.zip
Submitted: 11-01-2006 / Last Updated: 11-18-2006
zip340.65Kb737
Entire package: Documentation, Example Module, erf
CustomTokenDlg_v1a1.zipCustomTokenDlg_v1a1.zip
Submitted: 11-01-2006 / Last Updated: 11-18-2006
zip36.76Kb195
erf only
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Comments (7):

Posted by +scarface+ at 2007-01-19 01:41:46    Voted 10.00 on 11/08/06
The issue Seed mentions is not actually fixable because as you must know custom tokens are global, once you change one, they change globally thus anyone just refreshing a page at the time of a change will also get that custom token displayed, the only real fix is to have multiple conversations, one for each PC, otherwise there will always be this issue especially with a server that has alot of players.
_________________________
§çà®Fãçë�

NWN1 Submissions:
[Persistent Banking] - [Character Appearance Modifier]
[XP/GP Distribution] - [Item Crafting] - [Socketed Items]

NWN2 Submissions:
[Persistent Banking]

Posted by demetrious at 2006-12-01 15:44:02    
Yea, I'm interested in hearing about your progress. I need this to be stable like a rock.

Z-Dialog had an issue with pages that had more than one page of data. It would not call a page refresh. I fixed this and I wonder if this wasn't the behavior you saw previously. If you look in the documentation or in the template script, I put comments with a block of code that fixes that error. That said, I have not had the system under fire with multiple users so certainly there could be other issues.

This version should have a max of 27 entries per page by default. You can change the number of entries per page in a constant in the dmfi_inc_conv file - just re-compile everything.

Thanks again for the comments and any fixes, or suggestions are welcomed.

Posted by Seed at 2006-12-01 09:53:56    Voted 10.00 on 12/01/06
I used the z-dialog system in NWN1 to write a custom crafter and it worked great with one major issue - with a module full of people (50+) many times the custom tokens from one conversation would get mixed up with those from another conversation and the user would get the wrong options displayed for the current page.

To overcome this problem, I created 15 conversations and change the token number of the new ones to be +100 from the previous. When the user started the conversation, I kept track of which ones were being used in a List and found the first one that was empty and set the starting TOKEN on the user. Subsequent TOKEN ref's would use the variable starting reference:

int DLG_BASE_TOKEN = GetLocalInt(GetPCSpeaker(), DLG_CONVO_BASE);

This prevented the problem of mixed up tokens. Thanks for this, I plan on moving my crafter over today and see how it runs!

If you wish, I'll send you my mod's to your code when complete. I also expanded the # of options on the screen from 10 choices to 20 choices so more can appear on one screen with out next/prev options needed.

Posted by +scarface+ at 2006-11-13 02:33:23    Voted 10.00 on 11/08/06
Did you update or something?
_________________________
§çà®Fãçë�

NWN1 Submissions:
[Persistent Banking] - [Character Appearance Modifier]
[XP/GP Distribution] - [Item Crafting] - [Socketed Items]

NWN2 Submissions:
[Persistent Banking]

Posted by +scarface+ at 2006-11-09 05:12:11    Voted 10.00 on 11/08/06
Thanks bro, signing up now ;)
_________________________
§çà®Fãçë�

NWN1 Submissions:
[Persistent Banking] - [Character Appearance Modifier]
[XP/GP Distribution] - [Item Crafting] - [Socketed Items]

NWN2 Submissions:
[Persistent Banking]

Posted by +scarface+ at 2006-11-08 15:04:52    Voted 10.00 on 11/08/06
oops mistake lol, I meant nicely done* not nicely dont ;)
_________________________
§çà®Fãçë�

NWN1 Submissions:
[Persistent Banking] - [Character Appearance Modifier]
[XP/GP Distribution] - [Item Crafting] - [Socketed Items]

NWN2 Submissions:
[Persistent Banking]

Posted by +scarface+ at 2006-11-08 15:03:20    Voted 10.00 on 11/08/06
This is great, much easier to understand than pspeeds original version, nicely dont mate, I have a few things I am stuck on maybe you could be of some assistance.
_________________________
§çà®Fãçë�

NWN1 Submissions:
[Persistent Banking] - [Character Appearance Modifier]
[XP/GP Distribution] - [Item Crafting] - [Socketed Items]

NWN2 Submissions:
[Persistent Banking]

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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

 
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