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WIP COP-inspired inventory

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  02:07:33  24 March 2012
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ket
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On forum: 01/13/2006
Messages: 1432
I don't actually like X-Ray 1.6. I like X-Ray 1.5 much more, things just look better in X-Ray 1.5 than they do in 1.6, dunno why.
  12:34:17  24 March 2012
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Kaidonni
First the Zone, then the world!
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On forum: 08/30/2008
 

Message edited by:
Kaidonni
03/24/2012 13:03:38
Messages: 1072
I may have figured out where to put the faction and rank patches...but it's calling them via script that is bothering me. I can figure out the actor's scripts, but what about NPCs? It can only happen when the actor is either looting or trading with an NPC, which means any script has to recognise it's that NPC.

I'm looking at death_manager.script, but...I have my doubts. Would it by any chance be 'if npc then' that I need? I see other things in there for how to check rank or community, but does 'if npc' refer specifically to an NPC the player is looting or trading with? Well, in this instance, not trading...
  18:15:07  24 March 2012
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Kaidonni
First the Zone, then the world!
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On forum: 08/30/2008
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Unless anyone can answer the scripting question, I have no idea how to progress with my inventory, since the next part relies on knowing whether or not I can show NPC faction and rank as patches instead of relying on the text.
  18:18:18  24 March 2012
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Daemonion
All About Audio
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On forum: 09/27/2011
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Looks great!
  18:27:07  24 March 2012
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Kaidonni
First the Zone, then the world!
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On forum: 08/30/2008
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I'll post a new screenshot soon, since I think I'm focusing too much on insignificant features. I'll try to get the faction and rank patches in, but maybe it's best to keep it to the player's inventory and leave NPCs out of it altogether.
  04:19:42  25 March 2012
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ket
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On forum: 01/13/2006
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Probably best. The more complex something becomes the more prone to problems it becomes, and as we all know thats not a good thing in stalker
  12:29:00  25 March 2012
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Kaidonni
First the Zone, then the world!
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On forum: 08/30/2008
 

Message edited by:
Kaidonni
03/25/2012 12:59:07
Messages: 1072
I emailed Vintar in any case. I did manage to figure out where I'd put the information and how I'd lay it out, so it'd be a shame now if I can't do the same for NPCs for the trade and loot panels. I could do it whenever for the player.

As I've said, I'm not much of a scripter. The current scripted elements are courtesy of Vintar, Barin, Imperial Reign, mnn and Gannebaum. They either provided template scripts or assisted me in threads in fixing problems. I simply modified the scripts based on my needs with them. Text is the next thing I need to sort out if I go with the faction and rank patches - I need text for the inventory, it already appears for trading and looting (the character info panel, just need to tweak positions of the different elements).
  14:09:32  25 March 2012
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ket
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On forum: 01/13/2006
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Well, you certainly aren't lacking for creativity I look forward to seeing some screens of when your UI is complete.
  15:43:09  25 March 2012
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Lijenstina
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On forum: 07/23/2005
 

Message edited by:
Lijenstina
03/25/2012 15:46:40
Messages: 1902
This is the latest smp variant. It still got some rough edges. On the left is a random item quests panel and on the right should be the medic panel. (i'm thinking of some health related problems triggered by passing time) that will be available when talking to a medic.

http://screenshot.xfire.com/s/122514713-4.jpg

From what i've seen a call from the xr_motivator with the is_talking() function could be used for your problem.
  16:06:43  25 March 2012
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Kaidonni
First the Zone, then the world!
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On forum: 08/30/2008
 

Message edited by:
Kaidonni
03/25/2012 16:07:49
Messages: 1072
I don't see any is_talking() function in either the vanilla or OGSE's xr_motivator. I'm wondering if dialog_manager is more on the money, since at the beginning of the script there is a function where information is being gathered:


function fill_phrase_table()
	--' Èòåðèðóåìñÿ ïî âñåì íàñòðîéêàì ôðàç
	if not phrase_ini:section_exist("list") then
		abort("There is no section [list] in dialog_manager.ltx")
	end
	local n = phrase_ini:line_count("list")
	local id, value = "",""
	local category = ""
	
	for i=0,n-1 do
		result, id, value	= phrase_ini:r_line("list",i,"","")
		
		if not phrase_ini:section_exist(id) then
			abort("There is no section [%s] in dialog_manager.ltx", id)
		end		
		--' 2. Íåîáõîäèìî ñôîðìèðîâàòü íàáîð ïðåäèêàòîâ  table[string_id] = predicate()
		if not phrase_ini:line_exist(id, "category") then
			abort("Dialog manager error: not categoried section [%s]", id)
		end
		category = phrase_ini:r_string(id, "category")
		local tt = {}
		tt.name = id
		if phrase_ini:line_exist(id, "community") then
			tt.community = phrase_ini:r_string(id, "community")
		end
		if phrase_ini:line_exist(id, "npc_community") then
			tt.npc_community = phrase_ini:r_string(id, "npc_community")
		end
		if phrase_ini:line_exist(id, "relation") then
			tt.relation = phrase_ini:r_string(id, "relation")
		end
		if phrase_ini:line_exist(id, "npc_rank") then
			tt.npc_rank = phrase_ini:r_u32(id, "npc_rank")
		end
		if phrase_ini:line_exist(id, "level") then
			tt.level = phrase_ini:r_string(id, "level")
		end
		if phrase_ini:line_exist(id, "condlist") then
			tt.condlist = xr_logic.parse_condlist(db.actor, "dialog_manager", "condlist", phrase_ini:r_string(id, "condlist"))
		end
		if phrase_ini:line_exist(id, "smart_terrain") then
			tt.smart_terrain = phrase_ini:r_string(id, "smart_terrain")
		end					
		if phrase_ini:line_exist(id, "cost") then
			tt.price = phrase_ini:r_u32(id, "cost")
		end					
		if phrase_ini:line_exist(id, "article_info") then
			tt.article_info = parse_names(phrase_ini:r_string(id, "article_info"))
		end					
		if phrase_ini:line_exist(id, "treasure") then
			tt.treasure = phrase_ini:r_string(id, "treasure")
		end					
		if phrase_ini:line_exist(id, "wounded") then
			tt.wounded = phrase_ini:r_string(id, "wounded")
		else
			tt.wounded = "false"
		end
		tt.phr_id			= gen_phrase_id_str()
		tt.phr_id2			= gen_phrase_id_str()
		phrase[category][tt.phr_id] = tt
	end
end



I don't know if I can use anything from that, though.
 
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