Uploaded notes

Uploaded notes sitting around on my HD.
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Jaysyn904 2024-01-13 12:48:22 -05:00
parent a1c16e8e25
commit da1f16aac2
5 changed files with 162 additions and 62 deletions

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"I'd like to create a conversation in Troy Denning's style between a player character (PC) and a non-player character (NPC) in the "Neverwinter Nights 1" game toolset. The NPC is an escaped slave. The game's setting is Dark Sun. Could you create a dialogue tree for this conversation, with consideration for ease of copying and pasting into the Aurora toolset?
The PC's character has a normal intelligence (10). The NPC is a desperate character, and the conversation should be fairly extensive with a minimum of 30 lines. The PC should It's important to note that this dialogue can trigger the slave to mug the PC for food & water & attack if they aren't provided. The PC should ask about nearby landmarks. The NPC can also depart peacefully."
Create a conversation in Troy Denning's writing style between a player character (PC) and a non-player character (NPC) in the "Neverwinter Nights 1" game toolset. The setting is Dark Sun. The NPC is an elven scout from a nearby tribe that is searching for game, water, potential enemies or even possible raiding targets. Create a dialogue tree for this conversation, with consideration for ease of copying and pasting into the Aurora toolset. Show any actions taken by the NPC in brackets [].
The player character has an average intelligence (10). The elf is cool & aloof, and the conversation should be fairly extensive with a minimum of 30 lines. It's important to note that this dialogue can involve the scout running away or attacking the PC if they are insulted. The PC can ask about nearby flora or fauna. The elf give information, attack, run away or depart peacefully & these actions should be shown in brackets when taken. Try to incorporate dialog branches with good, evil & neutrally aligned replies for the player character. Keep in mind that Dark Sun is a low metal, low magic, mostly desert environment. Life is worth very little on Athas.

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void main()
{
//:: Declare major variables
object oPC = GetPCSpeaker();
object oBaseArea = GetObjectByTag("IFM_PC_ROOMS");
string sPCName = GetName(oPC);
string sBaseResRef = GetResRef(oBaseArea);
string sBaseName = GetName(oBaseArea);
string sNewTag = sPCName+sBaseResRef;
string sNewName = sPCName+"'s Room at the Flying Monkey";
//:: Create instanced area from player's information
CreateArea(sBaseResRef, sNewTag, sNewName);
//:: Get information about new area instance
object oNewRoom = GetObjectByTag(sNewTag);
string sNewResRef = GetResRef(oNewRoom);
location lEntry = GetLocation(GetObjectByTag("PC_ROOM_MAT"));
//:: Create entry waypoint in new area instance
CreateObject(OBJECT_TYPE_WAYPOINT, "nw_waypoint001", lEntry, FALSE, "WP_"+sNewTag);
//:: Make sure the area is valid
object oTarget;
location lTarget;
oTarget = GetWaypointByTag("WP_"+sNewTag);
lTarget = GetLocation(oTarget);
if (GetAreaFromLocation(lTarget)==OBJECT_INVALID)
{
SendMessageToPC(oPC, "Warning: Area does not exist!");
return;
}
//:: Move PC to instanced area.
AssignCommand(oPC, ClearAllActions());
AssignCommand(oPC, ActionJumpToLocation(lTarget));
}

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C:\NWN Work\NWNDS_Module\_module\are\alt_healers.are.json (1 hit)
Line 1235: "value": "tin01"
C:\NWN Work\NWNDS_Module\_module\are\tyr_cw_scribe.are.json (1 hit)
Line 332: "value": "tin01"
C:\NWN Work\NWNDS_Module\_module\are\urik_ad_treasury.are.json (1 hit)
Line 2912: "value": "tin01"

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Psuedocode
Encounter Setup (trigger's onExit event)
Create instanced encounter area from existing template.
Move player to instanced encounter area.
Create new marker placable on overland.
Change tag of marker placable to "ENC_playerUUID+arearesref".
Set new tag of marker placeable on instanced area as a string var for onAreaExit. (i.e. ENC_MARKER = "ENC_playerUUID+arearesref")
Area's onEnter
Run spawn as normal
Area's onExit
Get value of string var ENC_MARKER from the Area
If area is empty
Delete the placable with the tag of the value of ENC_MARKER with a delay
Run item cleanup
Run the DestroyAreaIfEmpty function to remove the empty area.
I need a set of nwscript scripts or functions that will do the following:
1.) Moves the PC from "Area A" to "Area B"
2.) Places a placeable with the resref of "enc_marker" at the spot in "Area A" that the PC was originally. I think this placeable will need to be be saved as an object on the module to track it. A waypoint that is uniquely tagged in relation to the PC should be created somewhere within 3 meters of the new placeable. This waypoint should probably be stored on the module as well.
3.) an existing placeable in "Area B" with the resref of "exit_plc" is used to exit "Area B", this needs to be linked to the new waypoint in "Area A". When anyone in "Area B" uses the placeable, it should send them back to the new waypoint in "Area A"
4.) when "Area B" is completely empty of players, destroy it and then destroy the placeable with the resref "enc_marker" in "Area A"

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ade01_exterior
cep2_add_doors
cep2_add_loads
cep2_add_skies
cep2_add_tiles1
cep2_add_tiles2
cep2_core0
cep2_core1
cep2_core2
cep2_core3
cep2_core4
cep2_core5
cep2_core6
cep2_core7
cep2_crp
cep2_ext_tiles
cep2_ext_tilesee
cep2_top_2_69
codi_ddswamp
ctp_babylon
dla_sewer_v12
ds_2das
ds_craft2das
ds_epicspells
ds_misc
ds_scripts
nwnds_icons
ds_newspellbook
ds_spells
ds_epicspells
ds_psionics
ds_race
ds_scripts
ds_spells
ds_textures
ds_misc
ds_craft2das
ade01_exterior
dsi01_interior
nwnds_add_sb_v1
nwnds_anatomy1
nwnds_anatomy2
nwnds_animalcomp
nwnds_audio
nwnds_creature
nwnds_heads
nwnds_icons
nwnds_items
nwnds_kreen
nwnds_loadscreen
nwnds_overland
nwnds_placeables
nwnds_pm#0_parts
nwnds_pm$0_parts
nwnds_pma0_parts
nwnds_pmd0_parts
nwnds_pme0_parts
tdm01_pbr_fancy
ttd01_pbr_fancy
tat22_info
tat22_tiles02
tat22_tiles01
tat22_tex03
tat22_tex02
tat22_tex01
ctp_babylon
codi_ddswamp
dla_sewer_v12
tds01_fancy
nwnds_overland
nwnds_pmh0_parts
nwnds_pmh2_parts
nwnds_pma0_parts
nwnds_pmd0_parts
nwnds_pme0_parts
nwnds_pml0_parts
nwnds_pmm0_parts
nwnds_pmn0_parts
nwnds_pmp0_parts
nwnds_pmy0_parts
nwnds_pm#0_parts
nwnds_pm$0_parts
nwnds_pm10_parts
nwnds_pm20_parts
nwnds_pm30_parts
nwnds_pm40_parts
nwnds_pm50_parts
nwnds_pm60_parts
nwnds_pm70_parts
nwnds_pm80_parts
nwnds_heads
nwnds_anatomy1
nwnds_anatomy2
nwnds_robecloak
nwnds_kreen
nwnds_creature
nwnds_audio
nwnds_placeables
nwnds_items
nwnds_animalcomp
nwnds_spells
nwnds_tiles1
nwnds_loadscreen
nwnds_tiles2
nwnds_tiles1
pk_hut_fancy
tat22_info
tat22_tex01
tat22_tex02
tat22_tex03
tat22_tiles01
tat22_tiles02
tbw01_fancy
tcn01_fancy
tdc01_fancy
wormjungle
tde01_fancy
tdm01_pbr_fancy
tdr01_fancy
tds01_fancy
ttu01_fancy
tti01_fancy
tdc01_fancy
tbw01_fancy
tib01_fancy
tcn01_fancy
tdr01_fancy
tid01_fancy
tii01_fancy
tmd19a_deepcave
trd21_reddes00
trd21_reddes01
ttd01_pbr_fancy
tti01_fancy
ttu01_fancy
wormjungle
tmd19a_deepcave
wrm_scorche
cep2_top_2_69
cep2_add_skies
cep2_ext_tiles
cep2_ext_tilesee
cep2_add_tiles2
cep2_add_tiles1
cep2_add_loads
cep2_add_doors
nwnds_add_sb_v1
cep2_core7
cep2_core6
cep2_core5
cep2_core4
cep2_core3
cep2_core2
cep2_core1
cep2_core0
cep2_crp