Henchmen script set
#1
Posté 18 août 2011 - 12:00
#2
Posté 18 août 2011 - 12:31
#3
Posté 18 août 2011 - 09:57
#4
Posté 18 août 2011 - 10:25
Nah... Only if you want your forrestals to have forest guardian "animal" companions ( Amethyst Dragon's excellent Topiary Guardians ;-) and play tag with pixies...
From Greylord's Basic Henchman tutorial:
4. Next go to creature scripts, or the scripts for
the creature tab.
The typical readout will go something like
nw_c8_defaulte
nw_c8_default3
etc.
In each of these slots you will replace the
nw_c8_default
with
nw_ch_ac
But will leave the final letter or number as the
identifying script.
Hence the readout should look like
nw_ch_ace
nw_ch_ac3
nw_ch_ac4
nw_ch_ac6
nw_ch_ac7
nw_ch_ac8
nw_ch_ac1
nw_ch_ac2
nw_ch_ac5
nw_ch_aca
nw_ch_ac9
nw_ch_acb
nw_ch_acd
<..and dropping a couple coppers>
Modifié par Rolo Kipp, 18 août 2011 - 10:26 .
#5
Posté 18 août 2011 - 11:07
#6
Posté 18 août 2011 - 11:22
Groove Widdit wrote...
Actually it doesn't seem so hard - you just sub in the ch scripts. I like doing conversation files, so that'll be easy. Making the dialogue functions seems to be the only tedious part.
I use a template modified from the Module Builder's Henchman Kit, but then, I have both expansions :-/
This might help a bit :-)
Starting Conditional Scripts Organized
<...over and over and over...>
#7
Posté 19 août 2011 - 12:17





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