ScriptEd 1.50 is back from the dead!

Discussion in 'Modding and Scripting Support' started by Dj_Unique, Apr 16, 2018.

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  1. FilthyJack

    FilthyJack Member Supporter

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    Thank you for the updates, love this tool!
     
  2. Dj_Unique

    Dj_Unique Member

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    Time sure flies, it's been almost 3 years since the last update but I'm still working on this tool, adding more features to it. Here's one of the many updates for this year, Build 7 which introduces a couple of new features I found
    useful when working on my own mod.

    Code:
    - Added a button to add float lines from a listbox. Each line represents one float message.
    Useful for message lists generated with AI (ChatGPT, for example)
    
    - Added a button for clearing the dialogue, with a confirmation dialog that you actually want to do this.
    This could be useful when you want to completely rework the dialogue from scratch.
    
    - Added a button to dialogue editor for linking to another dialogue. This requires a global variable
    for both dialogue entry point and the script line to call. This is very useful for inter-NPC dialogues
    that require complex scripting to implement. Both scripts need to be set up with the following:
    
    dialog Global Variable <x> (where x is the number of the global variable you want to use for
    the dialog entry point)
    
    and
    
    loop for Everyone in Group (PC and NPC, single player)
    
    IF Current Looped Object is named <internal_name>
        THEN call script attached to Current Looped Object at point 9 at line Global Variable <y> with triggerer Player
    
    loop end
    
    where internal_name is the internal name of the npc to link the dialog to, also <y> is
    the global variable of the script line to call.
    
    - Added a new option for player option editor to directly create a new node
    for the dialogue. Should speed up dialogue creation a little bit. After you click on Create node
    the player option editor switch to Link to node with the new node as the link.
    
    https://drive.google.com/file/d/1cpXD6EfIm5CPR9BcrjfIaRUtlcEAOSIS/view?usp=sharing

    These new features have been minimally tested so more updates will be coming later as I keep working on the tool. Can't believe I still have inspiration to work on modding tools for a 24 year old game :D
    On the to-do list is:

    - Interface for player option conditions and actions, also for npc line actions. I'm trying to figure out a good way to implement this so it will take some time.
    - Option to include an internal name for the inter-npc dialogue so that you can script a dialogue between multiple npc's.
     
    Last edited: Jan 13, 2025
    Necolau and Barabbah like this.
  3. Dj_Unique

    Dj_Unique Member

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    Build 8 is on the way, introducing local AI support via Ollama plus tons of other things, I'm still debugging the script compiler as it seems to fail output verification for around 375 of the official scripts so once the compiler passes all official script compilations without a hitch I'll be able to release it.
     
  4. Dj_Unique

    Dj_Unique Member

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    I did it! The script compiler bugs are all fixed now. So here is the new build.

    ScriptEd 1.50-stable Build 8

    - Added support for generating text with Ollama. Automatically detects if the server is running.
    You'll need to install Ollama from https://ollama.com/ and then pull some models from command line
    by using "ollama pull <modelname>", you can find all available models at https://ollama.com/search.
    These will be automatically detected by ScriptEd.
    AI Support currently enabled for generating npc responses, player options and journal entries.
    More AI enhancements will be added later.
    Also note: The performance of the AI text generation depends on your hardware (CPU, GPU, Memory)
    and how many parameters the model has, so it might take a while for the Ollama server to generate
    a response. On my setup (Ryzen 5600X & GTX 1070 + 16gb of DDR4 RAM), it takes around 30 seconds
    up to one minute to generate text with mistral:7b. The <7B parameter models are much faster
    and more suitable for rapid dialogue creation.
    - Rewrote and optimized some of the script compiler code with some help from ChatGPT.
    The special case transform Attachee into basic prototype (num) was broken but was eventually
    fixed after a bit of debugging. Same goes for have (obj) try to steal 100 coins from (obj), this
    had problems compiling but now it should work fine.

    - Flags are now set properly in the ScriptEd GUI version of the compiler.

    - Fixed command line script compiler code to properly store flags when specified (Scripted
    will set the flags from the properties so they are already set when the script is compiled)

    - Command line script compiler now passes the compilation of all official scripts.

    - Command line script compiler updated with the new ArcanumSCRLib code.

    - Added hints to various sections of the dialogue editor

    - Updated app icon to a new one generated with DALL-E 3 through ChatGPT

    - Dialogue Editor window enhancements: Added the npc text and player options to the tree view so they
    are visible at all times. Also changed the treeview to a HTML formatted component. When you edit either
    NPC text or player options, these items are updated as well.
    NOTE: they are for display only, you cannot edit them from the tree nodes directly.

    https://drive.google.com/file/d/1L-Kmof228rNDJxrruLzylfkaasKexGYe/view?usp=drive_link
     
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