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"Skill Challenge" Script System [Release v0.1]


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#1
jackkel dragon

jackkel dragon
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While working on my current project, a NWN1 module, I started creating a system for using multiple skill checks to determine success/failure to make non-combat encounters more realistic and allow skill check failures without closing off a whole conversation path. I eventually got an idea to convert my system to NWN2 to see how many fewer scripts it would need, and only after I finished did I realize that all the things i wanted to do could be done with the basic scripts.

I didn't stop there, however. I created my "skill challenge" system and made a few additions to what gameplay stats could be used in conversation. I made scripts that checked to see if the player had a feat or spell memorized, and others to decrease the number of uses remaining. I also created scripts that detected whether the player was carrying a scroll, potion, or wand with a certain spell (which theoretically can even detect crafted items).

So, here's the link to my BSN project that has more information about these scripts, along with an ERF download including all the scripts. It's going to be some time before I get to modding in NWN2, but I thought it might be nice for these scripts to be out there.
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P.S: I suspect that many of these script functions have already been created, I'm just putting this out there for those who haven't already found or wrote their own scripts.

#2
Lugaid of the Red Stripes

Lugaid of the Red Stripes
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NWN2 conversations allow the passing of parameters onto the action scripts, as well as custom tokens that allow the action scripts to write conversation text on the fly.

For the Dana'an Unvanquished, linked below, I used these features to write several 'chatbot' conversations that allow repeated use of skill checks in a dynamic conversation. Most of the scripts are barter scripts, where you can use appraise, bluff, intimidate, and charisma/diplomacy to haggle, cajole, flirt, or scowl your way to a better deal. Others are interrogation scripts, where you use similar skills to wheedle information out of NPCs.

The conversation editor is probably the most under-appreciated feature of NWN2, if you're really into complex conversations, you should really come back and give it a try, there's scads of untapped potential.

#3
jackkel dragon

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These scripts use conversation parameters*, which is why some of them are duplicates of basic NWN2 scripts. However, I didn't know NWN2 still supported custom tokens, which could potentially help keep conversation branches from going out of control...

* For instance, the scroll checking script uses parameters to find out which creature to check and what spell the scroll needs to be for.

The conversation editor is probably the most under-appreciated feature of NWN2


I'd have to agree with that. Just as a simple example, in NWN1 I'd have to write a specific script to do one action, while in NWN2 I could just use a bunch of stock scripts. In NWN1 I'd need to make a custom script for triggers and such, but in NWN2 I could fire a blank conversation from a talk trigger and use that conversation to do whatever I wanted to do.

#4
kamal_

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I was thinking about skill challenges and how they could be implemented, since it could be more granular than nwn2's default pass/fail single check. The link is unfortunately no longer valid, I would have been interested in taking a look.

Modifié par kamal_, 26 août 2012 - 12:57 .


#5
jackkel dragon

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Sorry, kamal. 80% of the scripts were ported from NWN1 before I realized that existing NWN2 scripts do the same thing, so I probably deleted the project to avoid embarassment...

That said, the system I used was really simple, and could be implemented with basic NWN2 scripts easily. The idea would be to have a conversation where you made more than one check for whatever you were doing, and after each check you'd add points to a variable if the check succeeds. At the end of the conversation segment (or earlier if you wanted), you could use that variable to decide whether the PC succeeded or not.

Simple, intelligence-insulting example:

- Conversations Starts
- First Skill Check (allow players to choose which skill to use)
- Success/Failure of First Check (if successful, add 1 or more to the variable representing success progress)
- (Optional) Branch to "Full Success" if the player meets the progress requirement already
- Second Skill Check
- Success/Failure of Second Check
- *continued checks*
- Full Success or Full Failure

The benefits of the system would be that you could let the player use multiple skills and approaches in a conversation to convince someone/do something, with each successful check working toward the final goal. The downside (or upside in some cases) is that you have to write a limited number of checks, which means the player could fail from running out of things to try/attempts. Still, I consider it better than a single check in situations where you'd expect more of a challenge (telling someone who hates you to back off would be really unbelievable if they backed off just because you said please once.)

Modifié par jackkel dragon, 28 août 2012 - 02:50 .