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Topic Subject: Leon Kennedy's Scenario Guide Part IV
posted 10-12-06 03:11 PM EDT (US)   
WELCOME

By now you should all know me. But for any new comers, welcome to my scenario guide.
I am your host Leon Kennedy. In this issue we will cover the following topics: Basic Conversations,
developing a conversation system, and advanced tricks to use
in conversations.

BASIC CONVERSATION

The first thing to do is quite simpleMake A Script. A script is very easy to make and will de-complicate your conversations. First of all look at your topic of the conversation. Is it something crucial? Is it something that just provides so background? Evaluate this and then move to the next step of making a script.

A script is just a list in order of a dialogue. It can look several ways. The simplest form is to name the speaker, and then place a : before the text. You can also add (to ___) to demonstrate the target of the speaker. Another thing to make the conversation less boring is to add movement or to throw in actions that may or may not appear in game, but allow you to full evaluate the situation. Heres a sample for Resident Evil: Operation Phoenix.



-Kyle: (to Charles) Wow, sir, are you okay?
-Charles Blanks: Theres too many of them! Retreat. Run.
-Kyle: (to Charles) Its okay, sir your safe.
{Cough}
-Charles Blanks: No one ever listens to me.
{Cough}
{Breath}
-Kyle: Sir?
-(There is no response.)

Notice that some actions were placed in { }. In my scripting that represent the playing of a sound. You can use things like this for details. Also the final line (There is no response) is not a target of the conversation, but rather a line that will be displayed in game that is not spoken.

So youve scripted a few conversations and PRINTED THEM OUT so you can see them while your in game. Lets learn about triggering.

Basic Conversation Sample


Bill: Hey, Bob, hows Monique?

Bob: Good, Bill, and Hazel?

Bill: Shes doing well.

Ok it two people that apparently know each other asking about each others wife.
The triggering goes like this.

Trigger (Bill to Bob) 1
Starting on or off
Looping No
Condition 1: Timer or Bring Object to Area.
Effect: Change Ownership (So that you control no object talking)
Effect: Create Object Player 1 Map Revealer (So that you can see the conversation)
Effect: Display Instructions: Bill: Hey, Bob, how’s Monique?
Effect: Flash Object (Bill [to show he’s talking])
Effect: Activate Trigger (to continue conversation)

Okay, this displays the first line of text. It also prevents action in the conversation so that you eliminate many bugs in conversations. Also you flash the object to bring attention to the speaker. And you also have a map revealer to see the conversations. The most important thing to remember is to have a Player 1 Invisible Target, which is located under the building menu in object. WITHOUT IT YOU WILL LOSE THE GAME!!! This is a common bug/mistake. Lets continue

Trigger (Bob to Bill)
Starting OFF
Looping No
Condition Timer: 9 (A certain time to read the preceding phrase in this case 9 seconds)
Effect: Display Instructions: Bob: Bob: Good, Bill, and Hazel?
Effect: Flash Object (Bob)
Effect: Activate Trigger (to continue conversation)

It continues the next line and now for the final line.

Trigger (Bill to Bob) 2
Starting OFF
Looping No
Condition Timer: 8
Effect: Display Instructions: Bill: She’s doing well.
Effect: Flash Object (Bill)

To Finish the conversation

Effect: Change ownership of your units to you.
Effect: Remove the map revealers you placed.
Or Continue the conversation

Effect: Activate Trigger (Next line)

Thats it for the basic conversation. Its a nice thing to describe a story, and is crucial to convey facts in a story.

A CONVERSATION SYSTEM

Now youve mastered basic conversations. Now lets learn about a conversation system. This is primarily used in RPG games, but other uses are possible. The key behind a conversation system is taunts and their AI. Use RPG Ai v4.

Learn the taunt command Trigger System

Trigger-Choice A
Condition Timer X from last conversation text.
Effect: Display Instructions: 1: Blah Blah
Effect: Display Instructions: 2: Blah Blah
Effect: Display Instructions: 3: You can never defeat me!!!!
Effect: Activate Trigger Taunt 1
Effect: Activate Trigger Taunt 2
Effect: Activate Trigger Taunt 3

Trigger-Taunt 1
Condition—Accumulate Attribute Nova 1 (Ai Player)
Condition—Accumulate Attribute Ore 255 (Ai Player)
Effect 1: Activate trigger A (continue conversation)
Effect 2: Deactivate Trigger (Taunt 2)
Effect 3: Deactivate Trigger (Taunt 3)
Effect 4: Tribute (Ai Player to GAIA) Nova 1
Effect 5: Tribute (Ai Player to GAIA) Ore 255

Trigger-Taunt 2
Condition—Accumulate Attribute Nova 2 (Ai Player)
Condition—Accumulate Attribute Ore 254 (Ai Player)
Effect 1: Activate trigger A (continue conversation)
Effect 2: Deactivate Trigger (Taunt 1)
Effect 3: Deactivate Trigger (Taunt 3)
Effect 4: Tribute (Ai Player to GAIA) Nova 2
Effect 5: Tribute (Ai Player to GAIA) Ore 254

Trigger-Taunt 3
Condition—Accumulate Attribute Nova 3 (Ai Player)
Condition—Accumulate Attribute Ore 253 (Ai Player)
Effect 1: Activate trigger A (continue conversation)
Effect 2: Deactivate Trigger (Taunt 1)
Effect 3: Deactivate Trigger (Taunt 2)
Effect 4: Tribute (Ai Player to GAIA) Nova 3
Effect 5: Tribute (Ai Player to GAIA) Ore 253

Make sure that the other taunts are disengaged, otherwise it gets buggy really quick. Remember to include the basic elements such as changing ownership and display instructions as well as the flash objects. It is very important to have these triggers initial settings OFF. Remember, its up to you if you wish to repeat the selected text. Also, you do not have to have back and forth interactions. This is basically it. This repeats endlessly until the conversation is over.

ADDING EFFECTS TO YOUR CONVERSATIONS

Do you like your scripting but you still feel like they could be better? Try adding a few of the following affects: Force Powers, Threats, Lies, Conversation Outcome changes, Bribes, ECT.

ALTERNATE OUTCOMES

Lets first cover the outcome changes. When it comes to the conversation outcome changes, it is only different from the standard system in that instead of all of them activating Trigger A, Triggers A, B, or C can be activated.

Trigger-Choice A
Condition Timer X from last conversation text.
Effect: Display Instructions: 1: I surrender.
Effect: Display Instructions: 2: You are weak!
Effect: Display Instructions: 3: You can never defeat me!!!!
Effect: Activate Trigger Taunt 1
Effect: Activate Trigger Taunt 2
Effect: Activate Trigger Taunt 3

Trigger-Taunt 1
Condition—Accumulate Attribute Nova 1 (Ai Player)
Condition—Accumulate Attribute Ore 255 (Ai Player)
Effect 1: Activate trigger A (continue conversation)
Effect 2: Deactivate Trigger (Taunt 2)
Effect 3: Deactivate Trigger (Taunt 3)
Effect 4: Tribute (Ai Player to GAIA) Nova 1
Effect 5: Tribute (Ai Player to GAIA) Ore 255

Trigger-Taunt 2
Condition—Accumulate Attribute Nova 2 (Ai Player)
Condition—Accumulate Attribute Ore 254 (Ai Player)
Effect 1: Activate trigger B (continue conversation)
Effect 2: Deactivate Trigger (Taunt 1)
Effect 3: Deactivate Trigger (Taunt 3)
Effect 4: Tribute (Ai Player to GAIA) Nova 2
Effect 5: Tribute (Ai Player to GAIA) Ore 254

Trigger-Taunt 3
Condition—Accumulate Attribute Nova 3 (Ai Player)
Condition—Accumulate Attribute Ore 253 (Ai Player)
Effect 1: Activate trigger C (continue conversation)
Effect 2: Deactivate Trigger (Taunt 1)
Effect 3: Deactivate Trigger (Taunt 2)
Effect 4: Tribute (Ai Player to GAIA) Nova 3
Effect 5: Tribute (Ai Player to GAIA) Ore 253

Thats it. Done

FORCE POWERS

Moving along Conversational force powers, of course, cannot be used in all situations. Primary uses are in Sith and Jedi conversations, and you can use anything. I wont trigger these because theyre easy to figure out. Force choke, force lightning, Affect/Dominate Mind, Mind Trick, ect. Force choke can wound or kill the other person, same goes with Force lighting, and other damaging moves. The easiest way to show the use of a force power is
1: (Force Choke)
2: (Mind Trick) You do not wish to continue this discussion.
3: (Affect Mind) There are other things to worry about.

THREATS

Threatening is another technique, and it can be used by any character type.
1: (Threat) You had better come up with the credits.
Its is to come up with these; just remember that threats are hostile. No one is going to cave under this threat: (Threat) You better or else I hit you.
Use this: (Threat) If you dont hurry it up, youll learn how the butt of the pistol feels on your little alien head.

MISC

Lies and bribes follow the same system. Just remember to add effects for some characters so that lies can be caughtespecially with force users. Also remember lying can make people mad. Just remember this in outcomes. On bribes, its usually paying credits or currency to a player for services. So tribute whatever money resource youre using to GAIA during that conversation selection. Sometime, have that fail and offer more and more money.

Also receive bribes, have conversations for betrayal and other little twists. This also allows for the use of Dark Side and Light Side action points, like in KoTOR. Threats and aggressiveness earns DS and friendly earn LS. Also have neutral conversations. How you show this is up to you, but it adds a thought process behind the game of Are you good or evil?



With that I conclude this tutorial. This has been another Leon Kennedy Scenario Guide.



Have a nice day



If you have any questions or comments, please feel free to post them or write me at darth_yoda_golfer@hotmail.com.

~/~|~\~SEE OTHER GUIDES~/~|~\~


L E O N ___ K E N N E D Y ' S
Scenario Design Guide Part I ~ STORYLINE ~
Scenario Design Guide Part II ~ MINES ~
Scenario Design Guide Part III ~ FORCE POWERS ~
Scenario Design Guide Part IV ~ CONVERSATIONS ~

Replies:
posted 10-12-06 03:13 PM EDT (US)     1 / 7  
cool, another good guide

" Well, I'll go back in time and prevent Ledger from ODing. If the movie is still as acclaimed, then I'll go back again, stop myself from stopping him, and let time proceed normally." - Moff Yittreas
"Map design is what you do in the scn editor, eye candy is the stuff I'm not allowed to link to on these forums." - The Legend
"Someone has to play the asshole in these type of threads." - Blackmoon

+1 Post Count
posted 10-12-06 10:55 PM EDT (US)     2 / 7  
You read this in two minutes? A cookie for you then.

.:: L E O N K E N N E D Y ::.
"Sounds like he took some of the furniture when he left... and the carpet... and the drapes...and I wouldn't expect to get that deposit back."

A Scientist, A Virus,
And a Squad to Retrieve Them
ALPHA RED

posted 10-13-06 03:08 AM EDT (US)     3 / 7  
Nice guide, though, Spoken dialogue > all . But I really think this is useful for alot of people!

B e n d e r s . . . © 2004

ex SWGBH scn designer
ex BFME2H cherub
posted 10-13-06 02:19 PM EDT (US)     4 / 7  
Great guide mate. This deserve a place in Designing Central isn't it ?


:| Darth Bandon |:
:| Free Lance |:
posted 10-16-06 02:00 AM EDT (US)     5 / 7  
I would appreciate any input... Are there any parts that are difficult to understand? I am greatful for the praise.

.:: L E O N K E N N E D Y ::.
"Sounds like he took some of the furniture when he left... and the carpet... and the drapes...and I wouldn't expect to get that deposit back."

A Scientist, A Virus,
And a Squad to Retrieve Them
ALPHA RED

posted 10-16-06 04:58 AM EDT (US)     6 / 7  
I would whisper the triggers but thats just minor stuff. It's a very good guide.

B e n d e r s . . . © 2004

ex SWGBH scn designer
ex BFME2H cherub
posted 10-16-06 05:48 AM EDT (US)     7 / 7  
As Gruber once said, "gg"

(Good guide)


"I mean, imagine someone screaming 'MAH PANTS' with no pants. Wouldn't that be a truly comical sight?" ---Quaazi
"HOLY CRAP WYO YOU'RE FAT!!!" ---Quaazi
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