// this replaces the 13 individual taw scripts in zdialog //:://///////////////////////////////////////////// //:: zdlg_check //::////////////////////////////////////////////// /* Starting Conditional for conversation node in z-dialog This replaces all of z-dialog's check scripts, reducing the # of scripts by 12. You will need to adjust the conversation responses. USE: Place in each "Text Appears When" slot in a series of player respone options THANKS to Lightfoot8 for showing me how to create just one script that will work to initialize a consecutive series of custom tokens. The reason it works is that each "Text appears when" script is executed in order "top to bottom". See: http://social.bioware.com/forum/1/topic/192/index/8912939#8913155 */ //::////////////////////////////////////////////// //:: Original: pspeed - zdlg_check_01.nss,v 1.2 2005/08/07 04:38:30 //:: Rewritten: The Magus (2012 jan 21) based on Lightfoot8's recommendations //::////////////////////////////////////////////// #include "zdlg_include_i" int StartingConditional() { object oPC = GetPCSpeaker(); // Determine which "entry" we are checking. Cycles from 1 - 13 then starts over again. int nEntry = GetLocalInt(oPC,"NEXT_ENTRY"); if(!nEntry || nEntry>13) nEntry = 1; int nNextEntry = nEntry+1; if(nNextEntry>13) nNextEntry = 1; SetLocalInt(oPC,"NEXT_ENTRY",nNextEntry); return( _SetupDlgResponse( nEntry - 1, oPC ) ); }