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Help with Eirik's Cut Scene


EiriktheScald

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Posted

Alright, this is the non cutscene version, contained in Eirik's script file:

IF
!InParty(Myself)
Global("ESTalkedToWolf","GLOBAL",0) //ensures that it only plays once
AreaCheck("FW2800")
See([PC])
THEN
RESPONSE #100
	SetGlobal("ESTalkedToWolf","GLOBAL",1)
	PlaySound("eshowl")
	MoveViewObject(Myself,INSTANT)
	CreateCreature("WOLF01",[x1.y1],0) // Wolf
	ActionOverride("WOLF01",ChangeAIScript("None",RACE))
	DisplayString(Myself,~Listen! The wind howls with wolf-voices, draw your blades!~)
	ActionOverride("WOLF01",MoveToPoint([x2.y2]))
	DisplayString(Myself,~Flee hound! Though your belly be empty, flee if you value your wretched hide! Or I shall run you through!~)
	ActionOverride("WOLF01",Attack("Eirik"))
END

IF
Dead("WOLF01") // Wolf
See([PC])
NumTimesTalkedTo(0)
THEN
RESPONSE #100
	StartDialogueNoSet([PC])
END

IF
!Dead("WOLF01") // Wolf
See("WOLF01")
Detect([PC])
THEN
RESPONSE #100
	AttackNoSound("WOLF01")
	Wait(1)
	Kill("WOLF01")
END

His dialog file would begin as follows:

BEGIN eseirik

IF ~NumTimesTalkedTo(0)~ THEN BEGIN PCEirikChat1.0
SAY ~The days grow more dangerous and the creatures of this wood seem restless. Who are you, and what are you doing on this barren road?~

IF ~~ THEN REPLY ~Our names and our business are our own, and this does not seem a good place to discuss them.~ GOTO Chat1.1

IF ~~ THEN REPLY ~I am called <CHARNAME>. I came by the west road and make my way to the Friendly Arm Inn.~ GOTO Chat1.2

IF ~~ THEN REPLY ~We have been warned of the dangers lurking in the wood. Who are you?~ GOTO Chat1.6

IF ~~ THEN REPLY ~If there be danger lurking in the wood, I assure you that we are more than able to handle it.~ GOTO Chat1.9
END

Posted

Oh, wow. This was good.

I think you'll need two extra commas after "flee" in the first part of the script - otherwise the dialogue seems fine, and very alive.

Posted

Not sure I understand, do you mean this?

 

DisplayString(Myself,~Flee hound! Though your belly be empty, flee, if you value your wretched hide! Or I shall run you through!~)

Posted

That will make the words appear over your head instead of in a dialogue window. Useful if you don't actually intend the PC to reply.

Posted

Yep, so it'll be

 

"Flee, hound! Though your belly be empty, flee, if you value your wretched hide! Or I shall run you through"

Posted

I would always be wary of overuse of any grammatical punctuation, sometimes overusing can ruin a sentence. Especially use of , and !.

 

Not that you are guilty of either here, just mentioning it. :rant:

Posted

Since berelinde has mentioned it, should the text display over head or in the dialog area (this isn't a cutscene, so either will do)? Are there guidelines for using either method?

Posted

If the npc is not in the party I would prefer DisplayStringHead(), if in party either will do though I think the norm during a cutscene would be to use the dialog box. Since cutscenes are generally used for slightly longer dialogs its easier and quicker to use the dialog box.

Posted

If you're talking about actual area references - yes they're different. See the Tutu/BGT area map/list in my signature (I got sick of looking it up all the time myself so I put it there :)).

Posted
Do area checks differ between tutu and bgt? Do I need to worry about both at this point? (currently for Tutu).

 

Absolutely. You will need to worry about both. That's why I'm developing it on Tutu, getting the kinks out, and then worrying about traification and BGT. It's going to need completely different BAFs and Ds, so I figure I might as well wait until everything works, because I don't want to have to fix too many bugs in two different sets of files.

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