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Parley Script Parameters
Parameter system for NWScript condition and action scripts.
NWN dialog scripts often use parameters stored in ConditionParams (for conditions) or ActionParams (for actions). These key-value pairs control script behavior.
Parley provides:
- Parameter Browser — pick keys and values visually
- Parameter caching — remembers used values (MRU order)
- Script declarations — scripts can declare valid keys and values in comments
- Dynamic values — pulls quest data from the module journal
Open through [...] next to condition or action parameter fields in the Properties Panel.
- Keys list — available parameter keys
- Values list — valid values for the selected key
- MRU order — most recently used values appear first
- Merged sources — combines script declarations with cached values
- Double-click — selects and closes in one action
- Select a node with a condition or action script.
- Click
[...]next to the parameters. - Pick a key from the left list.
- Pick a value from the right list.
- Click Select or double-click the value.
Parley remembers values you've used.
-
Storage —
~/Parley/parameter_cache.json - Per-script — each script keeps its own cache
- MRU order — most recently used values first
- Auto-save — values save on use
- Limits — 10 values per parameter, 1000 scripts max
In the Parameter Browser window:
- Enable Caching — toggles caching
- Clear Cache — removes cached values for the current script
- No need to memorize exact parameter values
- Faster entry for repetitive work
- Values persist across sessions
Script authors can declare valid parameters in NWScript comments.
Declare valid parameter keys:
/*
----KeyList----
sQuest
iNPCState
bShowOption
----
*/Declare valid values for a specific key:
/*
----ValueList-sQuest----
q_main_story
q_side_merchant
q_guild_initiation
----
*/Single ValueList for scripts with one parameter:
/*
----ValueList----
VALUE_A
VALUE_B
VALUE_C
----
*//*
Script: gc_quest_check
Purpose: Check quest state for dialog conditions
----KeyList----
sQuest
iState
----
----ValueList-sQuest----
q_main
q_merchant
q_guild
----
----ValueList-iState----
0
1
2
10
100
----
*/
int StartingConditional()
{
string sQuest = GetScriptParam("sQuest");
int iState = StringToInt(GetScriptParam("iState"));
// ... implementation
}Parameters can pull values from game data dynamically.
Populates values with quest tags from the journal cache:
/*
----ValueList-sQuest----
FROM_JOURNAL_TAGS
----
*/Shows all quest tags from the module's journal file.
Populates values with entry IDs, filtered by selected quest:
/*
----ValueList-iState----
FROM_JOURNAL_ENTRIES(sQuest)
----
*/When the user picks a quest in sQuest, iState updates to show only entry IDs for that quest.
Dynamic values require the journal cache to be populated:
- Open any dialog from the module.
- Parley reads the module's
.jrlfile. - Quest tags and entries cache to
~/Parley/journal_cache.json.
{
"Scripts": {
"gc_quest_check": {
"Parameters": {
"sQuest": {
"Values": ["q_main", "q_merchant"]
},
"iState": {
"Values": ["100", "10", "1"]
}
},
"LastUsed": "2025-12-15T10:30:00Z"
}
}
}- Script Browser — find and select scripts
- Properties Panel — where parameters are edited
Page freshness: 2026-05-24
Getting Started
User Guide
Features
Help
- Manifest - Journal Editor
- Quartermaster - Creature/Inventory Editor
- Relique - Item Editor
- Reliquary - Placeable Editor (Alpha)
- Fence - Merchant/Store Editor
- Trebuchet - Radoub Launcher
- Marlinspike - Search and Replace
- Spell Check - Dictionary-based spell checking
- Token System - Dialog tokens and custom colors
Parley Internals
Manifest Internals
Quartermaster Internals
Relique Internals
Reliquary Internals
Fence Internals
Marlinspike (Search Engine)
Trebuchet Internals
Radoub.UI
Library
Low-Level Formats
High-Level Parsers
- JRL Format (.jrl)
- UTI Format (.uti) - Item blueprints
- UTC Format (.utc) - Creature blueprints
- UTM Format (.utm) - Store blueprints
- UTP Format (.utp) - Placeable blueprints
- UTD Format (.utd) - Door blueprints
- ARE Format (.are) - Area properties
- BIC Format (.bic) - Player characters
Original BioWare Aurora Engine file format specifications.
Core Formats
- GFF Format - Generic File Format
- KEY/BIF Format - Resource archives
- ERF Format - Encapsulated resources
- TLK Format - Talk tables
- 2DA Format - Data tables
- Localized Strings
- Common GFF Structs
Object Blueprints
- Creature Format (.utc)
- Item Format (.uti)
- Store Format (.utm)
- Door/Placeable (.utd/.utp)
- Encounter Format (.ute)
- Sound Object (.uts)
- Trigger Format (.utt)
- Waypoint Format (.utw)
Module/Area Files
- Conversation Format (.dlg)
- Journal Format (.jrl)
- Area File Format (.are/.git/.gic)
- Module Info (.ifo)
- Faction Format (.fac)
- Palette/ITP Format (.itp)
- SSF Format - Sound sets
Reference
Page freshness: 2026-05-24