@ShadowM: The problem with trying to make a book cost unreasonable is that it can't, at least not by me using just the toolset. It seems to cap around 33K or so after I assign properties and increase the cost to max, which results in a Lore needed of like 18 which is very low. But I think you are right about needing to use a custom merchant convo instead of the default merchant dialog. In that case, I would need to do a check on the "special" book tags in the convo for all merchants so that all other items could be ID'd for a fee just like normal.
Squatting Monk wrote...
NWScript has the Set/GetIdentified() functions. If you're using NWNX Events, you can also catch the OnExamine event for items, which would be a convenient place to tell if the item should be identified. This way, even if the PC pays a merchant to identify it, you can reset its status whenever they try to examine it.
Is this the infamous R-click on items I have been trying to track down? I didn't realize you could suppress the description that normally pops up.
Squatting Monk wrote...
A more efficient way that doesn't rely on NWNX would be to just make the book identified to begin with, but only use the standard "unidentified" description. Then, when the trigger or whatever is tripped, use SetDescription() to update the book's description to the "identified" version.
I was hoping I didn't need to expand on my special circumstances further, but it is needed to get a viable solution.
I haven't explored NWNX yet, mainly because I am so much a novice scripter learning mainly by trial and error and it seems like I need a lot of downloads and expertise to use the bells and whistles of NWNX effectively. I may be wrong about that, but that's my impression when I read the Vault descriptions. However, NWNX functions may be the only way to do what I would like to. The example you've furnished looks like it would help accomplish this.
So... to clarify further in detail then...
I am using a language barrier theme in this project. The unidentified description will be written in one of several different race jargons like orcish, elvish, dwarven, gnomish, etc. Characters using the same racial type as the language in the unidentified state will automatically be able to "translate" into common tongue without an interpreter. The translated, common tongue version will appear only in the identified state. In this scenario, humans would be at a significant disadvantage overall since their culture uses the common tongue openly. I haven't decided how to handle halflings, half-elf or half-orc yet but that really doesn't enter into setting up a reliable mechanism to do the translations. Naturally, documents written in the common tongue will exist only in the identified state since no translation is needed.
That's the crux of the overall picture.
Modifié par HipMaestro, 05 octobre 2013 - 11:12 .