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#26
Failed.Bard

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Rolo Kipp wrote...
...

Edit: Having a PC walk into a tavern and having the patrons hush and start whispering that "*She* is the one who took down the Wight Dwarf..." and some brave peasant screwing up his courage to buy her a drink... that would be pretty cool ;-)


  That part would be fairly easy to do in a PW as long as you're using a database.  You'd need to make a few template messages, the tlk table might even be able to be used for it though I haven't tried it much with custom tokens.
  All you'd need to store then is the type, the lore required to know the rumour, and the name of the other party.

  Due to the poor way the bioware DB handles stored strings, it wouldn't be practical to do this with it, but with the nwnx DB possibilities, much simpler.

  I think ideally you'd be storing: Lore DC, Rumour Type, Rumour Weight, Name (if needed) of the other party.

  As an example of how to feed it back in (All scripters seem to have their own token range preferences, mine is 42XXX):
<He/She>'s the one who <CUSTOM42001> <CUSTOM42002>.

Where CUSTOM42001 is verbage based on the type of act in the rumour and possibly intelligence/charisma or other determination based on the speaker (as example - butchered, hacked down, slew, killed), and CUSTOM42002 is the name of the one killed, robbed, kissed, etc..., including "the" when needed.

  For this aspect of it, you'd just need to hook into the OnPerception of any NPC or creature you want to be able to be affected by rumours.  It would work best as as int instead of a void main() type, so you could return TRUE/FALSE based on whether the rumour adjusted their behaviours or not, so you could bypass the rest of the OnPerception routine when needed.


  Tracking reactions based on behaviours is harder.  The "bigger" the act is the easier it is to account for.  Subtle adjustments are trickier, since they're far more variable driven and not as easily store in a database for persistancy.

#27
Failed.Bard

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  I took a break from the system I was working on, and made an initial rumour system.  It requires the nwnx database plugin to allow for persistancy.  At the moment it's a single include file, with hooks in the creature OnDeath and OnPerception events to generate the rumours and have them repeated.

  I'll have to do a bit of set up to plug it into my mod for testing, and it is still in a simple state, the whole thing's only had three hours or so of work on it at the moment, but the core structure of it is all in place.
  It's just a more elaborate rumour repeating system (read: Lots of if statements) needed still.

#28
Rolo Kipp

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<groans...>

Failed.Bard wrote...
 I took a break from the system I was working on, and made an initial rumour system.  It requires the nwnx database plugin to allow for persistancy.  At the moment it's a single include file, with hooks in the creature OnDeath and OnPerception events to generate the rumours and have them repeated.

Goddess! You guys keep pushing me to dive into NwNx. :-/
<stop grousing, wizard. you've been begging to be thrown into that briar patch for weeks>
Well... yes. But... Ok :-P
<...>
Quit smirking, Bother. We have work to do.
<we? what does a raven know about databases or lorebases or whatever you called the silly things?>
Hush. Bring me those SQLers... 

... but the core structure of it is all in place....

I am watching in fascination =)

[edit: Time for a new "Rumours"  thread, FB?]

<...theatrically>

Modifié par Rolo Kipp, 23 octobre 2011 - 04:51 .


#29
Squatting Monk

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Tom Cassiotis has a nice rumor system on the Vault.  Vendalus uses it in his PRR system. I've toyed with converting it to use a MySQL database, but figuring out how to easily sort things into categories has been tripping me up. May be a good place to start, though. 

#30
Rolo Kipp

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<going...>

Holy Moly, Mother of Magic!

U of A snuck out their Scriptease II Beta on me on Jan 4th!

WooHOO!!! <boss. please. not the snoopy dance>
Can't help it! the wiz can't help it! <*face wing*>

<...gazbonkers!>

#31
Squatting Monk

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Woohoo!

...but I get a Java exception whenever I try to run it. :(

#32
Kevin Schenk

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Rolo Kipp wrote...

<going...>

Holy Moly, Mother of Magic!

U of A snuck out their Scriptease II Beta on me on Jan 4th!

WooHOO!!! <boss. please. not the snoopy dance>
Can't help it! the wiz can't help it! <*face wing*>

<...gazbonkers!>


I'm the current developer of ScriptEase II; the team usually consists of one or two student interns working for 16 month terms. I decided to google "ScriptEase" one day and was surprised to find this thread, and see that you already found about the SE II Beta! We're currently beta testing it in a class called CMPUT 250: Computers and Games that has students create a game using Neverwinter Nights. 

We released a newer version of the Beta last week that should improve the UI a bit and fix some other bugs. The full changelog is on the site.  Since it's still a beta, it's likely that you'll encounter bugs or want to provide some feedback, so please send a report under the "Help" menu. Thanks a lot!

Right now, development on Neverwinter Nights is paused as we're creating a translator for the Unity game engine.

Squatting Monk wrote...

Woohoo!

...but I get a Java exception whenever I try to run it. :(


Try installing the latest version of Java. It also needs NWN 1.69 to run. We have also only tested it on Windows XP to 7, and the Neverwinter Nights Translator only supports single player games at this time.

It's definitely cool to see people interested in ScriptEase II, and I'll try to update this thread upon any new releases!

#33
Rolo Kipp

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<happy to be...>

I'm running Win 8 and JRE 7.15 with NwN 1.69...

I'd be happy to test this out :-) As soon as I finish this months Custom Content Challenge and Adventure Building Challenge...

<...a pig from guinea>

#34
Kevin Schenk

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We just released a newer version of the beta on our website. It fixes three relatively major bugs. Full details can be viewed on the changelog

Rolo Kipp wrote...

<happy to be...>

I'm running Win 8 and JRE 7.15 with NwN 1.69...

I'd be happy to test this out :-) As soon as I finish this months Custom Content Challenge and Adventure Building Challenge...

<...a pig from guinea>


We actually haven't tried it on Windows 8, although it should still work on that. Thanks!

#35
T0r0

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Very cool.

#36
Squatting Monk

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Kevin Schenk wrote...

Squatting Monk wrote...

Woohoo!

...but I get a Java exception whenever I try to run it. :(


Try installing the latest version of Java.

I did that, but I'll try with the new beta when I get home and see if that fixes anything. Thanks!

#37
Rolo Kipp

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<taking exceptional...>

Squatting Monk wrote...

Kevin Schenk wrote...

Squatting Monk wrote...

Woohoo!

...but I get a Java exception whenever I try to run it. :(


Try installing the latest version of Java.

I did that, but I'll try with the new beta when I get home and see if that fixes anything. Thanks!

Ok, just ran into the same java exception with JRE 7.17 on Win 8.

Item 1: Scriptease is looking for javaw.exe in the windows->system32 folder. It is in the programs(x86)->Java->...->bin folder. browse to it and select.
Item 2: Scriptease II needs admin privileges to use javaw.exe 

Doing those to things got me up and running :-)

Posted Image
well, crawling.
Have to do that first...
Feat prerequisite to Running, I think.

<...exception>

Modifié par Rolo Kipp, 05 mars 2013 - 10:05 .


#38
Kevin Schenk

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There's been yet another beta release! It fixes some bugs that have been reported and adds some minor missing features.

As usual, you can check it out at our website. Let me know if anything breaks by sending a bug report from the Help menu. Thank you to everyone that has sent reports so far!

Modifié par Kevin Schenk, 15 mars 2013 - 04:18 .


#39
QlippothVI

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Wow, this is what I get for being busy for the past year, I must have just missed this development (see what I did there?). I'm going to have to check this out and see what it can do.