LarryG on 10/7/2010 at 01:22
Quote Posted by Yandros
I would suggest just adding a new param to TrigProximity such as TrigProximityVisible=1 to make being visible an additional requirement.
That would work, but I have learned to really like the NVTrap and NVTrigger base script approach, so I would want it in an NV script.
R Soul on 25/11/2010 at 16:28
Would it be possible to write a script that triggered a certain step of a conversation? If the last step adds one goal, cancels another, stims an object, removes a link and activates trap, it would be nice to be able to test that part without also waiting for people to finish speaking.
Yandros on 25/11/2010 at 17:02
NV and I have had several conversations about this in the past. In addition to that, we considered putting all the actions in a flat file (.str) for easier editing, then the script params would simply have to be the filename and an optional starting step. The big problem, as I recall, was that some of the step's subdata is not accessible to scripts.
Nameless Voice on 25/11/2010 at 19:06
Not really; I would use the existing conversation system and simply fill out the values. The new system would also allow far more conversation actions, since scripts can do a lot of things that conversations can't.
I must write that script some day... the main problem was actually another script I wanted to write that's also related to conversations, and I never fully worked out how to tie the two together.
Long story short: I meant to write this at some point, but without actually needing it myself, I've been too lazy to do so.
R Soul on 8/6/2011 at 19:26
If you're not busy with any other personal projects, I have another suggestion for NVConvEnhancer:
arg1: SetQVar
arg2: operation (=4, +1 etc)
arg3: qvar name
Nameless Voice on 8/6/2011 at 20:36
That would be very easy to implement. One question first, though: should I do it the way you've indicated, or should I just put the entire quest string into arg 2?
Putting it all into arg2 keeps consistency with the way that qvar traps work; however, those boxes have 63-character limits, so maybe splitting them over two lines might be a good idea?
R Soul on 9/6/2011 at 00:21
Ah, I think it's best to put it all in arg 2 then. I doubt anyone would need all 63 characters.
Nameless Voice on 9/6/2011 at 00:34
Bear in mind that it would be with full maths support, the same as NVTrapSetQVar, which means it could be quite long, e.g. =(SomeVariable*SomeOtherVariable+AThirdVariable):MyLongNamedVariable. But I guess that if you need more than 63 characters, you could always just trigger an NVTrapSetQVar script on another object?
Nameless Voice on 12/6/2011 at 13:37
<u>NVConvEnhancer</u>: Added <i>SetQVar</i> action.
SetQVar:Sets a quest variable to a value. The quest variable operations to perform use the same syntax as NVTrapSetQVar, but the quest variable data is read from Argument 2 rather than the quest variable property.
Not tested that thoroughly. It seemed to work when I tried it.
Edit: Attachment removed. Use a later version.
R Soul on 20/7/2011 at 13:57
Sorry, I forgot to get back to you on this. It seems to work fine, although I suggested it far too late in the day to change things in my own FM.