AndakRainor wrote:i have hudprint dialogue between the party members all throughout my mod, and it makes a sound (specific to each character)
whenever one of them "talks".
That is a cool idea ! I have been thinking about something like this for some time now for my mod. A character with high willpower saying she/he has seen a secret button nearby, or the party insulting the spell caster who just damaged the team with a fireball against a wall... Could be fun ! Do you use it mostly for the story in your mod or for game play elements like noticing an event ? What sounds do you use, is it a pseudo voice specific to a race/genre or just a generic sound ?
well, here's an example of what i did in a part of my mod.
each line of dialogue is triggered by a floor_trigger.
this does take a little bit of prediction trying to guess where the player will walk
to make sure the player triggers the dialogue, i put the triggers in spots where the player *has* to walk.
my paths are "open" but some spots, such as doorway and such, are places where the player can't avoid walking.
Code: Select all
function skinny()
playSound("power_attack_yell_human_female")
hudPrint (" "..party.party:getChampionByOrdinal(2):getName()..": Don't you just love skinny dipping in creepy ponds?")
end
function awesome()
playSound("damage_human_male")
hudPrint (" "..party.party:getChampionByOrdinal(3):getName()..": Yeah it's Awesome!")
end
function dressed()
playSound("damage_human_female")
hudPrint (" "..party.party:getChampionByOrdinal(4):getName()..": I guess we should, like...put our clothes back on or something")
end
function overthere()
playSound("power_attack_yell_human_male")
hudPrint (" "..party.party:getChampionByOrdinal(1):getName()..": We left them over there by the trees")
end
this story element explains why the party begins with nothing equipped (essentially naked)
if you notice, I used getChampionByOrdinal() instead of getChampion. this is because I have a script that resets imported character stats and traits and skills and changes the characters into the ones I wrote into the story. using the ordinal numbers of the champions means that even if the player juggles their positions, it will still display the correct dilogue and the dialogue will still make sense.
so ..the opening scene of my mod plays out like this.
----the player begins, they notice their party is different. instead of who they were expecting to see, they have 8 bit pixel art portraits(I don't want to reveal the names at this time)
** the day turns into night**
the party looks to the left, they can see out across a large lak..er..pond. (there are invisible walls placed to keep the player from jumping or falling in)
they have no choice but to step
forward 1 space
champion 2 : Don't you just love skinny dipping in creepy ponds?
step forward 1 more space
champion 3 : yeah it's awesome
1 more space
champion 4 : I guess we should, like...put our clothes back on or something
1 more space
champion 1 : We left them over there by the trees
the player then enters a more wide open area, and there are articles of clothing scattered about.
each one is a complete outfit tailored to each character's personality, but the player if free to put whatever items they want on anyone.
I did later learn how to insertItem() into the players inventories, but I like this scene since it plays directly into the theme of my mod.
a few steps later, the party steps out of the trees into a more open area with buildings to the left and right of them and a ghoul pops out of the ground
and
champion 2 : OMG! is that a..a...a...
champion 1: its a zombie! quick, take shelter in the building!
the player doesn't *have* to do this, they can fight the ghoul if they want, but eventually, they will want to go in the building anyway. besides the fact it would be incredibly tedious to fight a ghoul bare handed, and there is a weapon in the building so it behooves the player to go in the building, especially since there are other ghouls creeping about.
so i have more triggers at the front door and inside that trigger more dialogue.
champion 2 : i'm so scared , whats happening, I can hear those things scratching outside!
champion 1 : I dont know but we need to keep our heads, look! theres some knives on that table!
most of the dialogue is flavor text, but some alerts the player to things that might not be noticed otherwise.
because I am using the beds and tables from Germanny's assets, a newbie might not realize these are surfaces that cna contain items.
so I tried to predict the very first instances the player encounters these new assets and trigger dialogue like
champion 4 : look, there's some stuff on that bed!