Small Steps
Got to do a little work on the module last night, though I got distracted and didn't get as much done as I would have liked. Still, I accomplished two new things last night. First, I set up a transition that works if the PC has accepted a quest. If the PC hasn't, it won't work, and it'll display a floaty message instead. The second thing I did was create a trigger that only works if the PC has a variable set to a specific value. Yesterday I said that I couldn't see why this wouldn't work. I learned that just copying a script that works in one module doesn't mean it'll work in mine. I didn't really look at what was in the script, and so it didn't work. When I took another look, it become obvious why it didn't: in the module I stole it from, the variable being called was stored on the module, whereas in my module, it was stored on the PC.
I also tidied up a script, cleared out some of the placeables from the cutscene area, in hopes that it'll clear up some of the problems with the NPCs not running offscreen at the end, painted all the placeables in another area, and discovered that the orcs are too much for a first level fighter to handle. I'll have to stick to goblins and hobgoblins early in the module, until the PC reaches a point where they're likely to be at 2nd level.
I also tidied up a script, cleared out some of the placeables from the cutscene area, in hopes that it'll clear up some of the problems with the NPCs not running offscreen at the end, painted all the placeables in another area, and discovered that the orcs are too much for a first level fighter to handle. I'll have to stick to goblins and hobgoblins early in the module, until the PC reaches a point where they're likely to be at 2nd level.
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