Back to Scripting
Got in some work on the module this weekend, though not nearly as much as I would have liked. There are a bunch of things I want to do, so I'm having to force myself to be methodical. Since I've been doing lots of area painting lately, I decided to put that aside for now and get back to scripting and dialogue. I specifically focused on the scene where the PC encounters Crissa being menaced by a pair of orcs. Because of the faction weirdness in NWN, that was tougher to do than I thought. I made a custom faction for Crissa that was 100% friendly with every other faction, but when I attacked the Orcs, she turned against me. So I used the "herbivore" script as her onspawn script and took out most of her other scripts, but that just meant that I couldn't talk to her after the battle - she didn't attack, but she was still hostile. Finally I lowered her friendliness to hostiles to 50%, and that seemed to work.
There were other issues to contend with though, such as making her cower and say random things like "help" when being menaced by the orcs. I also wanted to have a crying sound play. I recycled and tweaked the cowering peasant scripts for this, but I couldn't get the sound to play, or so I believed. Actually, it was just that I couldn't hear it over the music, so I just took it out. I also modified the script for the orcs, so they would taunt her verbally and play the taunt animation. It works, but the taunt animation doesn't look good, so I'll probably change it to the laughing animation. I might also increase the frequency at which they say things.
I also started working on her conversation, and the associated journal entries, and I can see this is going to be complex, since I have to account whether the PC meets her or Jocen first, and which quest he takes first: the PC could meet Crissa and take her quest, or he could meet her, refuse her quest, and then meet Jocen and decide to help after all. The reverse is true too. Also, I realized there's another snag: the quest is supposed to end with the PC leading the kids to Jerym and he volunteering to look after them. However, it's possible that the PC could refuse Jerym's quest or even kill him, and still go to the village. As such, I'm going to have to figure out to only have the transition work if the PC takes the quest, and have a message appear if they don't. Fortunately, I know a module where this happens, so I can check it out to see how that author did it.
Other than that, I ended up laying down a lot of waypoints, so that when the monsters spawn from an encounter trigger, they don't just stand in place. I also set up my first trigger with a variable: if the PC refuses Crissa's quest, then when he leaves he'll trip a trigger that'll spawn some monsters. I haven't tested it yet, but it's a short script that I stole from another module, so I don't see why it wouldn't.
There were other issues to contend with though, such as making her cower and say random things like "help" when being menaced by the orcs. I also wanted to have a crying sound play. I recycled and tweaked the cowering peasant scripts for this, but I couldn't get the sound to play, or so I believed. Actually, it was just that I couldn't hear it over the music, so I just took it out. I also modified the script for the orcs, so they would taunt her verbally and play the taunt animation. It works, but the taunt animation doesn't look good, so I'll probably change it to the laughing animation. I might also increase the frequency at which they say things.
I also started working on her conversation, and the associated journal entries, and I can see this is going to be complex, since I have to account whether the PC meets her or Jocen first, and which quest he takes first: the PC could meet Crissa and take her quest, or he could meet her, refuse her quest, and then meet Jocen and decide to help after all. The reverse is true too. Also, I realized there's another snag: the quest is supposed to end with the PC leading the kids to Jerym and he volunteering to look after them. However, it's possible that the PC could refuse Jerym's quest or even kill him, and still go to the village. As such, I'm going to have to figure out to only have the transition work if the PC takes the quest, and have a message appear if they don't. Fortunately, I know a module where this happens, so I can check it out to see how that author did it.
Other than that, I ended up laying down a lot of waypoints, so that when the monsters spawn from an encounter trigger, they don't just stand in place. I also set up my first trigger with a variable: if the PC refuses Crissa's quest, then when he leaves he'll trip a trigger that'll spawn some monsters. I haven't tested it yet, but it's a short script that I stole from another module, so I don't see why it wouldn't.
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