Party Management via Dialog

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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

- The player can recruit companions via 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.


[color:#FF0000]Here is the code.[/color]

GLO_Party_Management

[color:#FF0000]INIT SECTION[/color]

[i]DB_Scottworld_MaxPartySize(5);[/i]

[color:#FF0000]KB SECTION[/color]

[i]// Procedure to add an NPC you are talking 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 NPC you are talking 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 on player joining the 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 on player leaving the party 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");

// event on when the fighter joins. IF ObjectFlagSet("Fighter_InParty", _, _Dialog) AND DialogGetInvolvedNPC(_Dialog, 1, _npc) THEN PROC_AddPlayerToParty((CHARACTERGUID)_npc);


// event on when the fighter leaves. IF ObjectFlagCleared("Fighter_InParty", _, _Dialog) AND DialogGetInvolvedPlayer(_Dialog, 1, _player) THEN PROC_RemovePlayerFromParty((CHARACTERGUID)_player);

// event on when the rogue joins. IF ObjectFlagSet("Rogue_InParty", _, _Dialog) AND DialogGetInvolvedNPC(_Dialog, 1, _npc) THEN PROC_AddPlayerToParty((CHARACTERGUID)_npc);

// event on when the rogue leaves. IF ObjectFlagCleared("Rogue_InParty", _, _Dialog) AND DialogGetInvolvedPlayer(_Dialog, 1, _player) THEN PROC_RemovePlayerFromParty((CHARACTERGUID)_player);

// event on when the wizard joins. IF ObjectFlagSet("Wizard_InParty", _, _Dialog) AND DialogGetInvolvedNPC(_Dialog, 1, _npc) THEN PROC_AddPlayerToParty((CHARACTERGUID)_npc);

// event on when the wizard leaves. IF ObjectFlagCleared("Wizard_InParty", _, _Dialog) AND DialogGetInvolvedPlayer(_Dialog, 1, _player) THEN PROC_RemovePlayerFromParty((CHARACTERGUID)_player);

// event on when the Ranger joins. IF ObjectFlagSet("Ranger_InParty", _, _Dialog) AND DialogGetInvolvedNPC(_Dialog, 1, _npc) THEN PROC_AddPlayerToParty((CHARACTERGUID)_npc);

// event on when the ranger leaves. IF ObjectFlagCleared("Ranger_InParty", _, _Dialog) AND DialogGetInvolvedPlayer(_Dialog, 1, _player) THEN PROC_RemovePlayerFromParty((CHARACTERGUID)_player);[/i]


CharacterCreation


[color:#FF0000]INIT SECTION[/color]

[i]DB_CharacterCreationLevels("SYS_Character_Creation_A");

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]

[color:#FF0000]KB SECTION[/color]

[i]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);[/i]