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Generic scripts reference

VGOEmulator content development topics.

Moderators: Moldew, Jakkal

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Nilso
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Joined: Fri Sep 25, 2015 12:31 pm
Location: La Rochelle (France)
Generic scripts reference
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Post by Nilso » Sun Feb 07, 2016 8:29 am

Is it possible to have an approved source reference for generic scripts (Tursh guards, Tanvu Imperial guards/elite/scouts, ...) ?

When they have quests (like Guard Antonir in Tursh) should they also have the generic dialog?
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Jakkal
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Re: Generic scripts reference
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Post by Jakkal » Sun Feb 07, 2016 8:54 am

All hailed NPCs should have a generic dialogue. I think some might share it, but I know the ones in Tursh didn't. So once the quest scripting is finalized (At least enough for us to work with it) we should be able to do it. John and I took several hours to get it to work on an NPC in Dahknarg, so right now it's not set up in the way it should be for generic dialogue + questing.
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zippyzee
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Re: Generic scripts reference
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Post by zippyzee » Mon Feb 08, 2016 6:27 am

It will be very soon. It is, internally. Xinux has almost mastered the automation to make this quite easy. If it took several hours before it was due to not having any understanding of how it was supposed to work, which is a sore spot for me since I wasn't involved and John hoped to brute force it in the eq2 way, which in many ways led to the mess we are currently in.

That being said, for clarity, it is not complicated, and there is very little learning curve. But it does require giving up preconceived notions of how other games might do it and follow the very sleek path that Vanguard provides. It was designed in a particular way and we have no reason to fight that design.

I'll be back at my office with an official build tomorrow, and will make sure everyone is on the same page with some concrete examples.
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