1. SPS Accounts:
    Do you find yourself coming back time after time? Do you appreciate the ongoing hard work to keep this community focused and successful in its mission? Please consider supporting us by upgrading to an SPS Account. Besides the warm and fuzzy feeling that comes from supporting a good cause, you'll also get a significant number of ever-expanding perks and benefits on the site and the forums. Click here to find out more.
    Dismiss Notice
Dismiss Notice
You are currently viewing Boards o' Magick as a guest, but you can register an account here. Registration is fast, easy and free. Once registered you will have access to search the forums, create and respond to threads, PM other members, upload screenshots and access many other features unavailable to guests.

BoM cultivates a friendly and welcoming atmosphere. We have been aiming for quality over quantity with our forums from their inception, and believe that this distinction is truly tangible and valued by our members. We'd love to have you join us today!

(If you have any problems with the registration process or your account login, please contact us. If you've forgotten your username or password, click here.)

Conversation question

Discussion in 'Neverwinter Nights (Classic)' started by Daed, Dec 20, 2003.

  1. Daed Gems: 2/31
    Latest gem: Fire Agate


    Joined:
    Dec 11, 2003
    Messages:
    31
    Likes Received:
    0
    [​IMG] I have some problems about conversation, when i make a basic conversation using nFirstTimeTalked,so that the second time i go speak with an npc,he starts from the second part of the conversation,that's ok,but I noticed that when I go speak with Another NPC with the same kind of conversation, he starts talking with the second part of his own conversation,so I'm forced to use nSecondTimeTalked on the last NPC conversation,but doing this way,I'm forced to talk First with the first NPC,then with the second,if I do the opposite the First NPC starts talking with the second part of conversation.. so the question is,there is some way that make conversation work right even if I start talking to any NPC I want without a specificorder ?
     
  2. Alavin

    Alavin If I wanted your view, I'd read your entrails Veteran

    Joined:
    Aug 26, 2003
    Messages:
    930
    Likes Received:
    0
    Set variables for talking. At the end of the first chain, use the script wizard under Actions Taken, and select the variable option. Put a name in, then the number 1 in the number field.

    At the beginning of the next chain, use the wizard under Text Appears When, put in the same name as for the first, and the number 1. Make sure that the chains are in order - ie the ones requiring the variable to be higher are higher in the screen, and the one requiring none is at the bottom. For higher numbers of chains, set the variable at the end of the preceeding chain.

    I *think* that makes sense...
     
  3. Daed Gems: 2/31
    Latest gem: Fire Agate


    Joined:
    Dec 11, 2003
    Messages:
    31
    Likes Received:
    0
    Yeah Alavin, maybe I got it, I think my prob was that I Use nFirstTimeTalked {text appears,action taked} for ALL of my NPC, so the module "thought" that it was always the same NPC,now I tryed with 2 new NPC ,the first is variable = addas 1 ,the second NPC is varible = asdasd 1 ,and now the conversation works right,I'll go edit others NPC conversation,Thanx again for the tip m8 :cool:
     
  4. ArtEChoke Gems: 17/31
    Latest gem: Star Diopside


    Joined:
    Jul 12, 2001
    Messages:
    916
    Likes Received:
    0
    I'm going through this one right now...

    Let me get this straight... I have to make the same two scripts over and over for each NPC?

    I'm afraid this is going to turn into an organizational nightmare.

    EDIT: Nevermind, I figured out that you can alter the nwnscript wizards code to store the variable on the NPC rather than on the PC. So the same script can be used for every NPC now, and it still works correctly.

    [ January 04, 2004, 23:29: Message edited by: ArtEChoke ]
     
  5. Blackthorne TA

    Blackthorne TA Master in his Own Mind Staff Member ★ SPS Account Holder Adored Veteran Pillars of Eternity SP Immortalizer (for helping immortalize Sorcerer's Place in the game!) New Server Contributor [2012] (for helping Sorcerer's Place lease a new, more powerful server!) Torment: Tides of Numenera SP Immortalizer (for helping immortalize Sorcerer's Place in the game!)

    Joined:
    Oct 19, 2000
    Messages:
    10,416
    Media:
    40
    Likes Received:
    232
    Gender:
    Male
    Storing the variable on the NPC is not quite the same.

    If your module is for a single player (or a single party) that will work fine.

    However, if you use a single NPC-stored variable for a multi-player module, only the first person to talk to the NPC will get the first dialog.
     
Sorcerer's Place is a project run entirely by fans and for fans. Maintaining Sorcerer's Place and a stable environment for all our hosted sites requires a substantial amount of our time and funds on a regular basis, so please consider supporting us to keep the site up & running smoothly. Thank you!

Sorcerers.net is a participant in the Amazon Services LLC Associates Program, an affiliate advertising program designed to provide a means for sites to earn advertising fees by advertising and linking to products on amazon.com, amazon.ca and amazon.co.uk. Amazon and the Amazon logo are trademarks of Amazon.com, Inc. or its affiliates.