Choose Your Language

Tuesday 25 March 2008

The NWN2 XML & GUI Tutorial

I have finished tidying up the last few sections of the PDF manual for the "NWN2 XML & GUI Coding for Beginners" today and having made one last check of the demo module that supports it, I will now upload it to the Vault. As soon as the link to it becomes available, I will attach a link to the left pane of this blog.

UPDATE: Download Here.





This blog entry will be the official area for people to leave any comments about the tutorial if they wish to.






9 comments:

EC said...

I've gone through a third of it so far, just out of curiosity, and it has really given me the feeling that custom gui's are not that hard to do. Thanks for opening up a whole new aspect of NWN2 modding for me.

Lance Botelle (Bard of Althéa) said...
This comment has been removed by the author.
Lance Botelle (Bard of Althéa) said...

Hi E.C. Patterson,

I am glad that this opened up an avenue for you to explore. :)

That was my goal: To show that the "basic ingredients" are probably all we need to make reasonable GUIs that add something interesting to our modules.

Keep me updated on how you get on.

Lance

andry said...

xml is a very interesting language to be used and contain the data object model or abbreviated DOM.tutorial very good and hopefully can help me in building a web application thanks

Lance Botelle (Bard of Althéa) said...

Hi andry,

I'm glad you enjoyed the tutorial. It sounds like you are quite familiar with XML in general already. :) If the tutorial helps in any way, that's good to hear.

All the best,
Lance.

Unknown said...

I know this is a bit late, lol, but how do I make buttons bring up more gui? I made the button attached to the inventory, and Ive made the gui that it needs to bring up, but I can't figure out how to make the inventory button trigger the new gui can you please help?

Lance Botelle (Bard of Althéa) said...

Colton Stuehrk said...

"I know this is a bit late, lol, but how do I make buttons bring up more gui? I made the button attached to the inventory, and Ive made the gui that it needs to bring up, but I can't figure out how to make the inventory button trigger the new gui can you please help?"

Hi Colton,

There are a few things you can do to test ...

1) Does your new GUI display when you try to open it using a lever with an attached script to call the GUI instead? (i.e. Ignore calling it from your new inventory button for now. Just make sure your GUI opens via a simple object first.)

2) If step one works, test that your new inventory button works by sending basic debug data back to a debug script? (i.e. When you click on your new inventory button, make it simply send a message to your PC in the chat window to see if the button is working.)

3) Once steps one and two are confirmed to be working, simply add extra code to your "debug script" that sends the message to the player to open the GUI as well.

Things to look out for (FAQ) are covered in the manual at the back. Alternatively, post your XML and scripts in the Bioware forums so I (and others) can take a closer look for you and let me have the link.

The key thing is to test such systems in stages.

Cheers,
Lance.

Unknown said...

Hey there, Is there a way to display a player's "Skill Rank" as text?

Like this, but for skills:



Lance Botelle (Bard of Althéa) said...

Hi Lazer Person,

I am not sure in what context you are asking this question. However, you can use the function IntToString to change the int to a string and after using it on the function that calls the Skill Rank in the first place.

I think you may find your best responses to scripting questions here: https://neverwintervault.org/forums/neverwinter-nights-2

I visit those forums on occasion myself, and there are many people who will help you there too.

Thanks, Lance.