Difference between revisions of "Category:Radiant Story"

8 bytes added ,  22:34, 17 May 2023
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→‎Story Manager: Made minor grammatical corrections and changed the reference of the player from the presumed masculine pronoun "he/him" to a more universal or ambiguous pronoun of "them/they".
imported>Eishunsama
m (→‎Story Manager: Made minor grammatical corrections and changed the reference of the player from the presumed masculine pronoun "he/him" to a more universal or ambiguous pronoun of "them/they".)
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The heart of the Radiant Story system is the [[Story Manager]]. It is a [[SM_Event_Node|nested node tree]] that holds all of the radiant story quests and is used to determine which quest or quests are started as a result of receiving a [[:Category:Story_Manager_Events|Story Manager Event]] from the game.
The heart of the Radiant Story system is the [[Story Manager]]. It is a [[SM_Event_Node|nested node tree]] that holds all of the radiant story quests and is used to determine which quest or quests are started as a result of receiving a [[:Category:Story_Manager_Events|Story Manager Event]] from the game.


Every Story Manager Event comes along with various ''Event Data''. For example: A "Change Location" event data includes the old and new locations, and the "Kill Actor" event data includes the victim, the killer, and whether the death is known to be a crime of murder. You can use this Event Data to respond to events that meet specific criteria. This makes Radiant Story a powerful tool for crafting quests and scenes that respond to the players actions or immediate situation, or send him to some place he hasn't been before, etc.
Every Story Manager Event comes along with various ''Event Data''. For example: A "Change Location" event data includes the old and new locations, and the "Kill Actor" event data includes the victim, the killer, and whether the death is known to be a crime of murder. You can use this Event Data to respond to events that meet specific criteria. This makes Radiant Story a powerful tool for crafting quests and scenes that respond to the player's actions or immediate situation, or send them to some place they haven't been to before, etc.


The primary way you make use of Event Data is by using [[:Category:conditions|Conditions]] on the quests and nodes in the Story Manager to check Event Data for particulars.
The primary way you make use of Event Data is by using [[:Category:conditions|Conditions]] on the quests and nodes in the Story Manager to check Event Data for particulars.
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