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[Release] Sunjammer's Demos for Developers


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#1
Sunjammer

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I've uploaded a couple of demo's for aspiring (or should that be perspiring?) modders which are intended to help them get to grips with aspects of Dragon Age's plot system. My intention is to accompany these with appropriate tutorials (in the same style as my TileMagic tutorials for NWN) however it is taking a bit longer than I would like to write these up so I thought I'd make these available now and post the step-by-step guides later.

There's nothing new or ground-breaking in these and nothing you can't find in the Single Player module (or LRHHR for that matter) however they have the advantage of being free from the normal clutter and focused solely on a couple of elements.


Sunjammer's Deep Roads Courier

Deep Roads Courier demonstrates a simple "FedEx" quest where the player is given an item (in this case a message) by NPC A (Captain Abaal) which they must take to NPC B (Corporal Bella) before returning to NPC A to claim their reward. The module shows how to set up and control the quest and includes:
  • raising/lowering the plot giver marker (the exclamation mark)
  • raising/lowering plot assist markers (little downward chevrons)
  • creating and checking for a plot item on the player
  • using main and defined flags in conversations
  • scripting main and defined flags
  • scripting plot rewards
I have uploaded the B2B file as well as a B2P file for convenience.


Sunjammer's Rats in the Cellar

Rats in the Cellar demonstrates a simple "kill" quest and implementing a custom job board in a standalone module (in contrast to the Single Player campaign). The player can accept the job from the job board and kill the rats before speaking to an NPC (Bella) to claim their reward. The module show to set up and control the quest using a job board and includes:
  • creating, populating and controlling a custom job board placeable;
  • activating a team and capturing the "team destroyed" event;
  • raising/lowering plot assist markers (little downward chevrons);
  • scripting a basic pre-defined player character
  • scripting plot rewards
I have uploaded a ZIP containing the B2B, XLS and GDA files as well as a B2P file for convenience.


If you have any questions about either module post here or drop me a PM (or visit my website and send me an email from there).

Modifié par Sunjammer, 22 avril 2010 - 11:16 .


#2
Sunjammer

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As I've uploaded a third demo it seemed appropriate to rename the thread: I hope that doesn't cause too much confusion.

Sunjammer's Joe Versus The Brecilian

Joe Versus the Brecilian, named after all the volcano-related nonsense we've being enjoying here in Europe, demonstrates a multi-item gathering quest. It takes advantage the parent-and-child relationship that we can created between plots to ensure the player can easily see which items they have found and which they have still to discover regardless of the order they find them in.

The module is an example how to set up and control a non-linear quest and includes:
  • creating and managing a parent and child relationship between plots
  • configuring items to fire the module's "item acquired" event
  • raising/lowering the plot giver marker (the exclamation mark)
  • raising/lowering plot assist markers (the downward chevrons)
  • using main and defined flags in conversations
  • scripting main and defined flags
  • scripting plot rewards

I have uploaded the B2B file as well as a B2P file for convenience.

Modifié par Sunjammer, 22 avril 2010 - 11:54 .


#3
Sunjammer

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Sunjammer's Late Night in the Library

Late Night in the Library is a quick replacement for my original codex demo which had grown too complex to be useful (but I'll which probably include as the conclusion to this little series). It demonstrates a creating a single codex entry which is built up as the Player progresses through the plot. It takes advantage of the built in system to update a codex entry when examining a placeable.

The module is an example of how to implement a Codex plot and includes:
  • creating a Codex entry
  • updating a Codex entry using examinable placeables
  • using the PLC_CODEX_PLOT and PLC_CODEX_FLAG variables
  • checking the number of main flags set
  • using main flags in conversations
  • scripting main flags
I have uploaded the B2B file as well as a B2P file for convenience.

Modifié par Sunjammer, 15 mai 2010 - 02:17 .


#4
Guest_Elps_*

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Thanks for doing this Sunjammer. It's really helpful.

#5
TimelordDC

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SJ, check this thread: http://social.biowar...1/index/2575716

The AddCreatureExperience function used in one of your demos needs to include code to check for level-up (and other things like xp-boosting items)

#6
Sunjammer

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I am going to be fixing various issues with each of the modules when I write up the corresponding tutorial. One of those improvements will be to replace the current XP code with BioWare's RewardXPParty (located in sys_rewards_h if you are interested) which calls RewardXP which in turn checks if the party member can level up and so avoids having to do it yourself.

Modifié par Sunjammer, 18 mai 2010 - 06:30 .


#7
oldmanpaco

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This is good work. It's good to see someone trying to do something beside Final Fantasy swords and face morphs.

#8
smjones23

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Sunjammer, you rule!



I really appreciate the mods and the resource files to see exactly what you did! This will help me a ton.

#9
Guest_werwulf222_*

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Thank you very much much for sharing your knowledge with the community at large, Sunjammer. I am sure these files will be beneficial to many in the community, but new modders such as myself especially can learn from them.



Thanks again.

#10
Sunjammer

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Just to let you know that all of the demos are now available from my website.

#11
Beerfish

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Excellent stuff as usual Sunjammer. Much appreciated.