Difference between revisions of "Party Management via Dialog"
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+ | PLEASE READ THE DISCUSSION PAGE - | ||
+ | There are some key points I missed, which you will need to add to make this work nicely in game. | ||
+ | |||
+ | https://docs.larian.game/Talk:Party_Management_via_Dialog | ||
+ | |||
+ | |||
So here is a rather long 1 hour tutorial (apologies) on how you can give the player the ability to manage a party by talking to NPCs | So here is a rather long 1 hour tutorial (apologies) on how you can give the player the ability to manage a party by talking to NPCs | ||
I also cover the character creation script inclusion (which is available in other posts), as this is necessary for this to work. | I also cover the character creation script inclusion (which is available in other posts), as this is necessary for this to work. | ||
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Here is the complete video tutorial which starts from a complete blank level. The code is in the post below (and is commented) if you would rather cut and paste. | Here is the complete video tutorial which starts from a complete blank level. The code is in the post below (and is commented) if you would rather cut and paste. | ||
− | + | <youtube>https://youtu.be/WYBKk4pYfPo</youtube> | |
− | |||
Code for <big>GLO_Party_Management</big> | Code for <big>GLO_Party_Management</big> | ||
Line 26: | Line 31: | ||
<pre> | <pre> | ||
− | // Procedure to add an NPC | + | // Procedure to add an NPC to the party.. |
PROC | PROC | ||
PROC_AddPlayerToParty((CHARACTERGUID)_Char) | PROC_AddPlayerToParty((CHARACTERGUID)_Char) | ||
Line 38: | Line 43: | ||
ShowNotification(_MsgDisplay); | ShowNotification(_MsgDisplay); | ||
− | // Procedure to remove | + | // Procedure to remove player from the party |
PROC | PROC | ||
PROC_RemovePlayerFromParty((CHARACTERGUID)_Char) | PROC_RemovePlayerFromParty((CHARACTERGUID)_Char) | ||
Line 51: | Line 56: | ||
ShowNotification(_MsgDisplay); | ShowNotification(_MsgDisplay); | ||
− | // Event to | + | // Event to check party number and set MAX Flag when an NPC joins party |
IF | IF | ||
CharacterJoinedParty(_char) | CharacterJoinedParty(_char) | ||
Line 64: | Line 69: | ||
GlobalSetFlag("GEN_MaxPlayerCountReached"); | GlobalSetFlag("GEN_MaxPlayerCountReached"); | ||
− | // Event to check | + | // Event to check party number unset the max flag when a party member leaves. |
IF | IF | ||
CharacterLeftParty(_char) | CharacterLeftParty(_char) |
Latest revision as of 11:33, 31 October 2017
PLEASE READ THE DISCUSSION PAGE - There are some key points I missed, which you will need to add to make this work nicely in game.
https://docs.larian.game/Talk:Party_Management_via_Dialog
So here is a rather long 1 hour tutorial (apologies) on how you can give the player the ability to manage a party by talking to NPCs
I also cover the character creation script inclusion (which is available in other posts), as this is necessary for this to work.
- The player can recruit companions via having a dialog with them.
- They can dismiss them and then remove them from the party.
- They can replace with another character again by a simple conversation.
- There are no dependencies on other mods.
There is a also a variable for Maximum party size so you can restrict the number of companions (although the player can swap out whoever they like as long as they don't over do the maximum party number)
Here is the complete video tutorial which starts from a complete blank level. The code is in the post below (and is commented) if you would rather cut and paste.
Code for GLO_Party_Management
INIT SECTION
// Set this variable to your party size in this example party size is 4 total, including you. DB_Scottworld_MaxPartySize(4);
KB SECTION
// Procedure to add an NPC to the party.. PROC PROC_AddPlayerToParty((CHARACTERGUID)_Char) AND CharacterGetDisplayName(_Char, _, _name) AND StringConcatenate(_name, " Has joined your party",_MsgDisplay) THEN DB_IsPlayer(_Char); CharacterMakePlayer(_Char); ShowNotification(_MsgDisplay); // Procedure to remove player from the party PROC PROC_RemovePlayerFromParty((CHARACTERGUID)_Char) AND CharacterGetDisplayName(_Char, _, _name) AND StringConcatenate(_name, " Has left your party",_MsgDisplay) THEN NOT DB_IsPlayer(_Char); CharacterMakeNPC(_Char); CharacterRemoveFromParty(_Char); ShowNotification(_MsgDisplay); // Event to check party number and set MAX Flag when an NPC joins party IF CharacterJoinedParty(_char) AND SysCount("DB_IsPlayer",1,_PlayerCount) AND DB_Scottworld_MaxPartySize(_PlayerMax) AND _PlayerCount == _PlayerMax THEN ShowNotification("Max Party Size Reached"); GlobalSetFlag("GEN_MaxPlayerCountReached"); // Event to check party number unset the max flag when a party member leaves. IF CharacterLeftParty(_char) AND SysCount("DB_IsPlayer",1,_PlayerCount) AND DB_Scottworld_MaxPartySize(_PlayerMax) AND _PlayerCount < _PlayerMax THEN //ShowNotification("Party Dropped by 1"); GlobalClearFlag("GEN_MaxPlayerCountReached"); // If a NPC sets their InParty flag.. call a proc to add them to the party. IF ObjectFlagSet("InParty", _, _Dialog) AND DialogGetInvolvedNPC(_Dialog, 1, _npc) THEN PROC_AddPlayerToParty((CHARACTERGUID)_npc); // If a Player clears their InParty flag.. call a proc to remove them from the party. IF ObjectFlagCleared("InParty", _, _Dialog) AND DialogGetInvolvedPlayer(_Dialog, 1, _player) THEN PROC_RemovePlayerFromParty((CHARACTERGUID)_player);
Code for CharacterCreation
INIT SECTION
DB_CharacterCreationLevels("SYS_Character_Creation_A"); // change this to point to your level name DB_GLO_FirstLevelAfterCharacterCreation("Tutorials"); // level name, start point trigger (this trigger needs to be GLOBAL) DB_CharacterCreationTransitionInfo("Tutorials",(TRIGGERGUID)TRIGGERGUID_STARTPOINT_1d9675b4-50f6-4665-b630-46c4f5a6f128); DB_CharacterCreationDummy((CHARACTERGUID)S_GLO_CharacterCreationDummy_001_da072fe7-fdd5-42ae-9139-8bd4b9fca406); DB_CharacterCreationDummy((CHARACTERGUID)S_GLO_CharacterCreationDummy_002_361dacdc-4135-4d3f-a9a2-3cad46ca246a); DB_CharacterCreationDummy((CHARACTERGUID)S_GLO_CharacterCreationDummy_003_dded8c22-b28e-45c1-a074-eb0954602c8a); DB_CharacterCreationDummy((CHARACTERGUID)S_GLO_CharacterCreationDummy_004_5f93cae7-6c10-4da1-b9a5-0efafc168c8e); DB_GenericOrigins((CHARACTERGUID)S_Player_GenericOrigin_7b6c1f26-fe4e-40bd-a5d0-e6ff58cef4fe); DB_GenericOrigins((CHARACTERGUID)S_Player_GenericOrigin2_c451954c-73bf-46ce-a1d1-caa9bbdc3cfd); DB_GenericOrigins((CHARACTERGUID)S_Player_GenericOrigin3_41a06985-7851-4c29-8a78-398ccb313f39); DB_GenericOrigins((CHARACTERGUID)S_Player_GenericOrigin4_41a594ed-b768-4289-9f17-59f701cc6910);[/i]
KB SECTION
IF DB_CharacterCreationDummy(_Dummy) THEN DB_AvailableDummy(_Dummy); IF GameModeStarted("Campaign",1) THEN DB_InCharacterCreation(0); IF GameModeStarted("Campaign",1) AND DB_CharacterCreationDummy(_Dummy) THEN CharacterMakeNPC(_Dummy); SetOnStage(_Dummy,0); IF GameModeStarted("Campaign",1) AND DB_GenericOrigins(_Dummy) THEN CharacterMakeNPC(_Dummy); SetOnStage(_Dummy,0); IF GameModeStarted("Campaign",1) AND DB_GLO_FirstLevelAfterCharacterCreation(_Level) AND DB_CharacterCreationTransitionInfo(_Level,_Trigger) THEN SetOnStage(S_GLO_CharacterCreationDummy_001_da072fe7-fdd5-42ae-9139-8bd4b9fca406,1); CharacterMakePlayer(S_GLO_CharacterCreationDummy_001_da072fe7-fdd5-42ae-9139-8bd4b9fca406); MakePlayerActive(S_GLO_CharacterCreationDummy_001_da072fe7-fdd5-42ae-9139-8bd4b9fca406); DB_IsPlayer(S_GLO_CharacterCreationDummy_001_da072fe7-fdd5-42ae-9139-8bd4b9fca406); ProcMovePartyToStart(S_GLO_CharacterCreationDummy_001_da072fe7-fdd5-42ae-9139-8bd4b9fca406,_Trigger); IF RegionStarted(_Lvl) AND IsGameLevel(_Lvl,1) THEN DB_InCharacterCreation(0); IF CharacterCreationStarted(_) AND CharacterAddToCharacterCreation((CHARACTERGUID)CHARACTERGUID_S_GLO_CharacterCreationDummy_001_da072fe7-fdd5-42ae-9139-8bd4b9fca406,0,_Success) THEN DB_InCharacterCreation(_Success); IF DB_InCharacterCreation(1) AND DB_CharacterCreationDummy(_Dummy) THEN SetOnStage(_Dummy,1); TeleportTo(_Dummy,S_CharOriginDest_c9c5e1d7-1998-4d4e-aacb-3970e8823674); CharacterMakePlayer(_Dummy, NULL_00000000-0000-0000-0000-000000000000); IF DB_InCharacterCreation(1) AND DB_GenericOrigins((CHARACTERGUID)_Org) THEN SetOnStage(_Org,1); TeleportTo(_Org,S_CharOriginDest_c9c5e1d7-1998-4d4e-aacb-3970e8823674); CharacterMakePlayer(_Org, NULL_00000000-0000-0000-0000-000000000000); IF DB_InCharacterCreation(1) THEN IterateUsers("_CCUserSetup"); IF UserEvent(_User,"_CCUserSetup") AND GetUserProfileID(_User,_UserName) AND DB_CharacterCreationDummy(_Dummy) AND NOT DB_AssignedDummyForUser(_,_Dummy) AND NOT DB_AssignedDummyForUser(_UserName,_) THEN ProcAssignDummyToUser(_Dummy,_UserName); IF UserEvent(_User,"_CCUserSetup") AND GetUserProfileID(_User,_UserName) AND DB_AssignedDummyForUser(_UserName,_Dummy) THEN SetOnStage(_Dummy,1); CharacterMakePlayer(_Dummy); CharacterAssignToUser(_User,_Dummy); MakePlayerActive(_Dummy); DB_IsPlayer(_Dummy); IF CharacterCreationFinished((CHARACTERGUID)NULL_00000000-0000-0000-0000-000000000000) AND DB_InCharacterCreation(1) AND DB_CurrentLevel(_Lvl) AND DB_CharacterCreationLevels(_Lvl) AND DB_GLO_FirstLevelAfterCharacterCreation(_FirstLevel) AND DB_CharacterCreationTransitionInfo(_FirstLevel,_StartTrigger) AND DB_IsPlayer(_Char) THEN NOT DB_DoNotFace(_Char); ProcMovePartyToStart(_Char,_StartTrigger); IF RegionStarted(_Region) AND IsGameLevel(_Region,1) THEN DB_StartedActualGame(1); IF UserDisconnected(_UserID,_,_UserProfile) AND NOT DB_InCharacterCreation(1) AND NOT DB_StartedActualGame(1) AND DB_SelectedCC(_Char,_UserProfile) THEN NOT DB_IsPlayer(_Char); ProcUnRegisterPlayerTriggers(_Char); PROC ProcMovePartyToStart((CHARACTERGUID)_NewChar,(TRIGGERGUID)_StartTrigger) THEN NOT DB_AlreadyTeleported(1); PROC ProcMovePartyToStart((CHARACTERGUID)_NewChar,(TRIGGERGUID)_StartTrigger) AND DB_TeleportedToStartCharacters(_Char) AND CharacterIsInPartyWith(_Char,_NewChar,1) THEN DB_AlreadyTeleported(1); PROC ProcMovePartyToStart((CHARACTERGUID)_NewChar,(TRIGGERGUID)_StartTrigger) AND NOT DB_AlreadyTeleported(1) THEN DB_TeleportedToStartCharacters(_NewChar); CharacterTeleportPartiesToTrigger(_StartTrigger,""); IF RegionStarted(_Level) AND IsGameLevel(_Level,0) AND IsCharacterCreationLevel(_Level,0) AND DB_CharacterCreationDummy(_Dummy) AND _Dummy != CHARACTERGUID_S_GLO_CharacterCreationDummy_001_da072fe7-fdd5-42ae-9139-8bd4b9fca406 THEN TeleportTo(_Dummy,CHARACTERGUID_S_GLO_CharacterCreationDummy_001_da072fe7-fdd5-42ae-9139-8bd4b9fca406); CharacterMakePlayer(_Dummy); DB_IsPlayer(_Dummy); PROC ProcRemovePreviousSelectedCharacter((STRING)_UserProfile) AND DB_SelectedCC((CHARACTERGUID)_Char,(STRING)_UserProfile) THEN ClearTag(_Char,"AVATAR"); NOT DB_IsPlayer(_Char); ProcUnRegisterPlayerTriggers(_Char); NOT DB_SelectedCC(_Char,_UserProfile); PROC ProcSetSelectedCharCreationPlayer((CHARACTERGUID)_Char,(STRING)_UserProfile) THEN ProcRemovePreviousSelectedCharacter(_UserProfile); SetTag(_Char,"AVATAR"); DB_IsPlayer(_Char); ProcRegisterPlayerTriggers(_Char); DB_SelectedCC(_Char,_UserProfile); IF UserDisconnected(_UserID,_,_UserProfile) AND DB_InCharacterCreation(1) THEN ProcRemovePreviousSelectedCharacter(_UserProfile); ProcRemovePreviousDummy(_UserProfile); IF CharacterSelectedInCharCreation(_Char,_UserID) AND GetUserProfileID(_UserID,_UserProfile) THEN ProcSetSelectedCharCreationPlayer(_Char,_UserProfile); IF CharacterSelectedInCharCreation(_Char,_UserID) AND CharacterHasTalent(_Char,"AnimalEmpathy",1) THEN SetTag(_Char,"PETPAL"); IF UserConnected(_,_,_UserName) AND DB_InCharacterCreation(1) AND DB_CharacterCreationDummy(_Dummy) AND NOT DB_AssignedDummyForUser(_,_Dummy) AND NOT DB_AssignedDummyForUser(_UserName,_) THEN ProcAssignDummyToUser(_Dummy,_UserName); PROC ProcRemovePreviousDummy((STRING)_UserProfile) AND DB_AssignedDummyForUser(_UserProfile,_Dummy) THEN NOT DB_AssignedDummyForUser(_UserProfile,_Dummy); DB_AvailableDummy(_Dummy); PROC ProcAssignDummyToUser((CHARACTERGUID)_Dummy,(STRING)_UserName) AND DB_AvailableDummy(_Dummy) THEN CharacterMakePlayer(_Dummy, NULL_00000000-0000-0000-0000-000000000000); PROC ProcAssignDummyToUser((CHARACTERGUID)_Dummy,(STRING)_UserName) AND DB_AvailableDummy(_Dummy) AND CharacterAddToCharacterCreation(_Dummy,0,1) THEN DB_AssignedDummyForUser(_UserName,_Dummy); PROC ProcAssignDummyToUser((CHARACTERGUID)_Dummy,(STRING)_UserName) AND DB_AvailableDummy(_Dummy) THEN DB_AssignedDummyForUser(_UserName,_Dummy); PROC ProcAssignDummyToUser((CHARACTERGUID)_Dummy,(STRING)_UserName) THEN NOT DB_AvailableDummy(_Dummy); IF UserConnected(_UserID,_,_UserName) AND DB_InCharacterCreation(1) AND DB_AssignedDummyForUser(_UserName,_Dummy) THEN SetOnStage(_Dummy,1); CharacterMakePlayer(_Dummy); CharacterAssignToUser(_UserID,_Dummy); MakePlayerActive(_Dummy); IF CharacterCreationFinished((CHARACTERGUID)NULL_00000000-0000-0000-0000-000000000000) AND DB_GenericOrigins(_Dummy) AND NOT DB_SelectedCC(_Dummy,_) THEN CharacterRemoveFromParty(_Dummy); CharacterMakeNPC(_Dummy); SetOnStage(_Dummy,0); IF CharacterCreationFinished((CHARACTERGUID)NULL_00000000-0000-0000-0000-000000000000) AND DB_CharacterCreationDummy(_Dummy) THEN CharacterRemoveFromParty(_Dummy); CharacterMakeNPC(_Dummy); SetOnStage(_Dummy,0); IF CharacterCreationFinished(_) AND DB_InCharacterCreation(_Value) THEN NOT DB_InCharacterCreation(_Value);