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- //::///////////////////////////////////////////////
- //:: 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 ) );
- }
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