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Foruno- 11-11-2006
Hello i need some answer about this terms of xmlspawner, thx.
-xmlquestoken
-dependsOn (the box in the xmledit gump) Where is the value list?
-ResetTime (the box in the xmledit gump)
-SpeechPace (the box in the xmledit gump)
-# list (the box in the xmledit gump)
-ID list (the box in the xmledit gump)
-PrePause (the box in the xmledit gump)
-And the 3 cheqbox: ignorecar, lockon & AloowNPC (the box in the xmledit gump)
-Attachments (Where is this? :S )
For the moment its all, thx
ArteGordon- 11-11-2006
DependsOn refers to the ID numbers of other entries and can take on any value. There are two special values:
DependsOn of -1 (banter) allows that entry to be activated regardless of triggering restrictions (nearby movement is sufficient).
DependsOn of -2, that entry will behave like banter that will also be suppressed just like speech activated entries if triggering restrictions are not met.
from xmlspawner2.txt

QUOTE
ID defines the conversational state, entrynumber is just used to keep track of the separate entries and can be any arbitrary number. Conversations will reset after a period of inactivity defined by the ResetTime property (they reset to entry 0).
By default conversations begin at EntryNumber 0.
If an entry has a DependsOn value of -1 (doesnt depend on any previous conversational state), then it can be activated spontaneously by players movement within the ProximityRange of the NPC. Once activated (i.e. a conversational sequence has begun), spontaneous entries will not be activated until the conversation is reset (i.e. the conversation is over).

PrePause delay is the pause in seconds before saying the speech for anentry. -1 indicates the use of auto pause calculation based on triggering speech length.
SpeechPace is used in automatice PrePause delay calculation (PrePause -1)
prepause delay in secs = speechlength/speechpace + 1

QUOTE
- added support for proximity triggering by non-player npcs. Setting the new AllowNPCTrig property on the spawner to true will allow it to be triggered by both players and non-player npcs. NPC proximity triggering is configured the same as regular player proximity triggering by setting the ProximityRange and the other optional triggering controls such as SpawnOnTrigger or even things like SpeechTrigger (when used with xmlquestnpcs that can generate actual speech), or the PlayerTrigProp property to test for properties on the triggering npc just as it used to for players.

If the LockOn box is checked, then once a dialog is triggered by a player, it will only respond to that player. This prevents other people from activating dialog entries once someone else has already started interacting with it.
There may be cases where you want someone else to be able to trigger an entry even if the dialog has already been started by a player. In that case, uncheck the LockOn box for the entry.

QUOTE
- added a new IgnoreCarried flag to xmldialog entries that will allow them to ignore the Trigger/NoTriggerOnCarried settings that normally control their activation (thanks to Vladimir for the idea). Previously, if the Trigger/NoTriggerOnCarried fields were set then all speech-dependent entries required that condition to be satisfied before they could be activated. In the [xmledit gump, the flag can be toggled by checking the new IgnoreCar box.
This will allow you to set up entries that you want to keep separate from the main triggering conditions.

The XmlQuestToken is like the XmlQuestHolder class except that it is older and does not support autorewards. QuestNotes are derived from that class.
Foruno- 11-11-2006
Oks thx ArteGordon ^^
Foruno- 11-12-2006

QUOTE (ArteGordon @ November 11, 2006 09:01 pm)
DependsOn refers to the ID numbers of other entries and can take on any value. There are two special values: DependsOn of -1 (banter) allows that entry to be activated regardless of triggering restrictions (nearby movement is sufficient). DependsOn of -2, that entry will behave like banter that will also be suppressed just like speech activated entries if triggering restrictions are not met.

Sorry but this dont undestand, were is "banter"? :S
ArteGordon- 11-12-2006
banter just means light conversation. I just use it as a shorthand to refer to the kind of speech that is triggered by nearby movement.