conversations and taken actions

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slave_of_emotions
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conversations and taken actions

Post by slave_of_emotions » Thu Oct 27, 2005 10:42 am

I want to make a item with a conversation addet to it that after selecting a option from it starts a action.

For Example:

NPC: What do you want to do ?
PC;
option 1: jump me to point A
option 2: jump me to point B
...etc...

Now... is there other way to do this then adding to each option a own script ?
I would like to make one script for all options that checks inside what option was selected and starts a action acording to it.
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Jonezie
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Post by Jonezie » Thu Oct 27, 2005 11:27 am

'fraid not. It's one of the more frustrating aspects of the NWN engine. The only real alternative is to have each option set a local variable, and then check this variable to determine the action at the end of the convo. This does nothing to cut down on script numbers, however.
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Post by slave_of_emotions » Thu Oct 27, 2005 12:40 pm

Do you perhaps know out of experiance, with of those two ways is more ressources friendly ?
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Jonezie
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Post by Jonezie » Thu Oct 27, 2005 10:56 pm

slave_of_emotions wrote:Do you perhaps know out of experiance, with of those two ways is more ressources friendly ?
THey should be pretty much the same - it's the same code running, after all, just a slightly different method for running it. If it's something simple, I'd just go with a seperate script for each, because it'll be one script less to write. For something more complicated, I'd ue the variable approach, because if it has a bug, or needs changing, its a lot easier to modify a single big script than a bunch of little scripts.

Hope that helps
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