Modifié par bowlie1, 18 avril 2010 - 07:08 .
plots
Débuté par
bowlie1
, avril 18 2010 07:05
#1
Posté 18 avril 2010 - 07:05
i cant figure out how to set a plot flag outside conversation. i need a plot flag after he has killed some monsters. how do i do this? thanks
#2
Posté 18 avril 2010 - 08:03
I believe you can find the answer here.
http://social.biowar.../Plot#Scripting
not sure if its all you need but you need to create a script for that. If you need more info, you can always search through demo module in your toolset, the very first quest you are given is to kill some monsters, so there should be the script youre searching for.
http://social.biowar.../Plot#Scripting
not sure if its all you need but you need to create a script for that. If you need more info, you can always search through demo module in your toolset, the very first quest you are given is to kill some monsters, so there should be the script youre searching for.
#3
Posté 19 avril 2010 - 12:15
This script is the most popular example out there. Hope it helps.
#include "events_h"
#include "plt_kill_monster" //put your plot name here
#include "wrappers_h"
void main ()
{
event ev = GetCurrentEvent();
int nEventType = GetEventType(ev);
switch(nEventType)
{
case EVENT_TYPE_TEAM_DESTROYED: // Make sure your monster is on team 1
{
if(GetEventInteger(ev,0) == 1) // Again this is why you want your monster on team 1
{
WR_SetPlotFlag(PLT_KILL_MONSTER, MONSTER_SLAIN, TRUE); // put plot name and then monster flag name and set to true
}
break;
}
}
HandleEvent (ev, RESOURCE_SCRIPT_AREA_CORE);
}
#include "events_h"
#include "plt_kill_monster" //put your plot name here
#include "wrappers_h"
void main ()
{
event ev = GetCurrentEvent();
int nEventType = GetEventType(ev);
switch(nEventType)
{
case EVENT_TYPE_TEAM_DESTROYED: // Make sure your monster is on team 1
{
if(GetEventInteger(ev,0) == 1) // Again this is why you want your monster on team 1
{
WR_SetPlotFlag(PLT_KILL_MONSTER, MONSTER_SLAIN, TRUE); // put plot name and then monster flag name and set to true
}
break;
}
}
HandleEvent (ev, RESOURCE_SCRIPT_AREA_CORE);
}
#4
Posté 19 avril 2010 - 04:26
ok great, thanks. ive just done m first quest lol
Modifié par bowlie1, 19 avril 2010 - 04:44 .
#5
Posté 19 avril 2010 - 05:06
how do you give money after people have done quests? do i do it during the conversation for the final flag? if so how? thanks/ and sorry for the stupid questions this is my first mod ever lol
#6
Posté 20 avril 2010 - 06:29
The easiest way to give money, items or XP is to modify the rewards 2DA table. Then re-open the toolset, open the plot, and associate your new reward with the final flag. WR_SetPlotFlag will do the business.
#7
Posté 20 avril 2010 - 05:22
ok thanks. that sounds complicated. i think i will wait a bit untill i have done all the quests first
#8
Posté 21 avril 2010 - 05:26
It's fairly easy - you add a row to the speadsheet rewards.xls. The wiki entry for 2DA gives general guidance on how to change these tables. Much easier than scripting, and worth learning, because there are many things you can customise in DAO just by tweaking the tables.
#9
Posté 21 avril 2010 - 12:07
ok thanks. where are these 2da files stored because i see alot of references to them.
#10
Posté 21 avril 2010 - 12:40
.../Dragon Age/tools/Sources/2DA
many many files, your pick
many many files, your pick
#11
Posté 22 avril 2010 - 06:19
Yes, the sheer number of tables can be bewildering. As a tip, if you can't find the relevant table, search the entire folder contents for keywords (e.g. "reward"). If (like me) you have a duff operating system (Vista) that doesn't support text search within files, try Free Commander.
Modifié par Proleric1, 22 avril 2010 - 06:20 .





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