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need help with 'Text Appears When' script
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revan@oldrepublic.uni  
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 More options Jun 22, 12:56 pm
Newsgroups: alt.games.neverwinter-nights
From: Revan (re...@oldrepublic.uni)
Date: Sun, 22 Jun 2008 16:56:10 GMT
Local: Sun, Jun 22 2008 12:56 pm
Subject: [SCRIPTING] need help with 'Text Appears When' script
okay, i have it setup when you first talk to this npc, he gives you
a quest, but now i need a startingconditional so that when you speak
to him again he doesnt repeat the same thing

the script i tried using was;

int StartingConditional()
{

    // Inspect local variables
    if(!(GetLocalInt(GetPCSpeaker(), "candle1") == 1))
        return FALSE;

    return TRUE;

}

I basically want it set so that once you have the journal entry of
that quest, he starts a different conversation tree.

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JB  
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 More options Jun 22, 4:37 pm
Newsgroups: alt.games.neverwinter-nights
From: JB <jtb...@columbus.rr.com>
Date: Sun, 22 Jun 2008 16:37:36 -0400
Local: Sun, Jun 22 2008 4:37 pm
Subject: Re: [SCRIPTING] need help with 'Text Appears When' script

I take it that you are setting candle1 to 1 when the NPC assigns the
quest.  In this case, you should be reversing the FALSE & TRUE.  The
conversation should then fall through to the next branch when the
variable has been set.

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revan@oldrepublic.uni  
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 More options Jun 22, 10:13 pm
Newsgroups: alt.games.neverwinter-nights
From: Revan (re...@oldrepublic.uni)
Date: Mon, 23 Jun 2008 02:13:18 GMT
Local: Sun, Jun 22 2008 10:13 pm
Subject: Re: [SCRIPTING] need help with 'Text Appears When' script
that didnt appear to work, it just restarts the original
comversation tree.

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JB  
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 More options Jun 22, 11:54 pm
Newsgroups: alt.games.neverwinter-nights
From: JB <jtb...@columbus.rr.com>
Date: Sun, 22 Jun 2008 23:54:26 -0400
Local: Sun, Jun 22 2008 11:54 pm
Subject: Re: [SCRIPTING] need help with 'Text Appears When' script

re...@oldrepublic.uni wrote:
> that didnt appear to work, it just restarts the original
> comversation tree.

Show the code where you set candle1 and a graph of the first few nodes
of convo.

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Hans Wein  
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 More options Jun 23, 7:34 am
Newsgroups: alt.games.neverwinter-nights
From: "Hans Wein" <hwein_nosp...@gmx.net>
Date: Mon, 23 Jun 2008 13:34:59 +0200
Local: Mon, Jun 23 2008 7:34 am
Subject: Re: [SCRIPTING] need help with 'Text Appears When' script

Revan wrote:
> that didnt appear to work, it just restarts the original
> comversation tree.

Maybe you didn't place the conversation parts in the right order; the
original thread has to be placed after the conditioned one.

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revan@oldrepublic.uni  
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 More options Jun 23, 4:44 pm
Newsgroups: alt.games.neverwinter-nights
From: Revan (re...@oldrepublic.uni)
Date: Mon, 23 Jun 2008 20:44:01 GMT
Local: Mon, Jun 23 2008 4:44 pm
Subject: Re: [SCRIPTING] need help with 'Text Appears When' script
okay, instead of a graph, i uploaded an image of the conversation in
the toolset.

heres the script that sets candle1

void main()
{

object oPC = GetPCSpeaker();

AddJournalQuestEntry("candle1", 1, oPC, FALSE, FALSE);

}

setting isnt the problem though, once its set, I want the npc to
have a new line of dialog.

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Hans Wein  
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 More options Jun 24, 1:46 pm
Newsgroups: alt.games.neverwinter-nights
From: "Hans Wein" <hwein_nosp...@gmx.net>
Date: Tue, 24 Jun 2008 19:46:42 +0200
Local: Tues, Jun 24 2008 1:46 pm
Subject: Re: [SCRIPTING] need help with 'Text Appears When' script

Revan wrote:
> okay, instead of a graph, i uploaded an image of the conversation in
> the toolset.

That will not help at all, because binary attachments are blocked by
many providers (or even your whole posting is banned).

> heres the script that sets candle1

> void main()
> {

> object oPC = GetPCSpeaker();

> AddJournalQuestEntry("candle1", 1, oPC, FALSE, FALSE);

> }

> setting isnt the problem though, once its set, I want the npc to
> have a new line of dialog.

Well, I think this is the wrong way - the above function is used to let
the player read a new topic in the journal, but an opposite function to
check a certain journal state doesn't exist, AFAIK. To control a
conversation, you should use a local variable.

I strongly recommend to load down and study a source like NWNLexicon:

http://www.nwnlexicon.com/


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