Difference between revisions of "Category:Radiant Story"

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[[:Category:Scenes|Scenes]] are data in [[:Category:Quests|Quests]] that are used to set up packages and dialogue for multiple actors in such a way that they form a scene, much like a scene in a play. You pick which Aliases to include in the scene, and define package actions, and dialogue actions for each Alias across various phases. Phases, package action stacks, and dialogue action stacks can all have [[:Category:Conditions|Conditions]] so that you can add variations and controls to various scenes.  
[[:Category:Scenes|Scenes]] are data in [[:Category:Quests|Quests]] that are used to set up packages and dialogue for multiple actors in such a way that they form a scene, much like a scene in a play. You pick which Aliases to include in the scene, and define package actions, and dialogue actions for each Alias across various phases. Phases, package action stacks, and dialogue action stacks can all have [[:Category:Conditions|Conditions]] so that you can add variations and controls to various scenes.  


For example, in Skyrim we set up a little "quest" that works like this: When the player enters an inn (change location event, looking for keyword on the location of "LocTypeInn," fills an Innkeeper alias and a Servant alias, and if you sit down in a chair starts a scene where the innkeeper calls out to the servant to come take the player's order. This can work in any inn, and the dialogue in the scene can be conditionalized so that each innkeeper welcomes the player in a unqiue way, and calls out the name of the servant, but all use the same quest and scene to get the behavior.
For example, in Skyrim we set up a little "quest" that works like this: When the player enters an inn (change location event, looking for keyword on the location of "LocTypeInn," fills an Innkeeper alias and a Servant alias, and if you sit down in a chair starts a scene where the innkeeper calls out to the servant to come take the player's order. This can work in any inn, and the dialogue in the scene can be conditionalized so that each innkeeper welcomes the player in a unique way, and calls out the name of the servant, but all use the same quest and scene to get the behavior.


==Story Manager==
==Story Manager==
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