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Incline Knights of the Chalice 2 - Editor & Module Creation

Discussion in 'Codex Workshop' started by felipepepe, Jul 23, 2020.

  1. Dorateen Arcane

    Dorateen
    Joined:
    Aug 30, 2012
    Messages:
    3,441
    Location:
    The Crystal Mist Mountains
    I was able to get the check ability scripts to work, here for characters with intelligence under a specific value. This is good, because I also like to give obnoxious dialogue options to characters with low charisma, and cowardly replies to those with low constitution.

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    I thought this NPC line seems appropriate considering the importance of Initiative in KotC2

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  2. The Red Knight Liturgist

    The Red Knight
    Joined:
    Apr 18, 2017
    Messages:
    392
    Funsies

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    The splash pic doesn't have to be 1000x430. Though as it apparently is centered within that area, if you want some fancy side portrait you need to add some transparent padding to it. The UI-matching shadow visible to the right of the portrait (and any optional frame you want to have around the picture) needs to be included in the portrait pic.

    Dorateen :
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    https://imgur.com/a/RrVhqE7 - rough quick edits

    Sadly, the upper font color can't be modded and the blue/green text button is a pain to get right as there doesn't seem to be a typeable command/tag/prefix for it and the button-inserted color is prone to getting removed (would be nice if Pierre let you choose dialogue color with hex values, or make the palette moddable with putting the values in a .txt or making an image file the game reads from, like RPG Maker does). So that currently limits the viability of making dialogue window that dark.

    Fonts are inside "Text" folder. Vera.tff is for most in-game text (changing it to your font makes the script editor an interesting experience).

    For adding a name in the default spot under the vanilla portrait without selecting any portrait, you'd probably have to modify "Knights of the Chalice 2\Graphics\FrameBlack.png" to be fully transparent (or having a single non-transparent pixel using the background color), and duplicate and rename to something "Knights of the Chalice 2\Graphics\FramedIcons\None.png" pic so it can be chosen as dialogue icon - at this point, since you're modding base game folders, it may as well stay in that folder.

    Also the dialogue window needs to be 32-bit or the game will crash.
     
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  3. Dorateen Arcane

    Dorateen
    Joined:
    Aug 30, 2012
    Messages:
    3,441
    Location:
    The Crystal Mist Mountains
    Any thoughts on how to add custom sprites to a module? Again, it looks like from the selection window, the only option points to the Graphics/Sprites folder in the base KotC2 folder. I wonder if I could drop sprite files in the ItemIcon folder of the module, and then select to use as a token. It wouldn't function as a sprite, but would at least have the appearance.
     
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  4. The Red Knight Liturgist

    The Red Knight
    Joined:
    Apr 18, 2017
    Messages:
    392
    Player tokens and sprites go only into the main graphics folder I think, because you can enter other modules with created characters. So either way you'd have to ues the main directory (maybe release them as a separate mod or an addon to the module, so you can pack just the module folder as one archive and then the pc graphics at another - or just go all the way of modding other kotc2 graphics and make it a total conversion). You can make uninstalling it easier for players by prefixing all the files (use some batch rename tool) with the name of your module or some other unique keyword.

    Sprites folder for module NPCs would have to be patched in by Pierre (likely omitted because current support level is a late addition requested by people). But if he already has code for his sprites, he could also modify it to add another sprite toggle in the options that'd use goldbox-like sprite behavior. Seems fitting for a D&D construction kit game to have support for them, too. You can still use the main directory, though (as another required resources mod? would also let people to use them in their own modules by just telling the players to download the sprites pack first).

    The Realmz sprites from my token pack I added as static tokens.
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    And this is from the icon maker for Dungeon Craft:
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    Haven't made a custom shadow for them, though, so you'd have to create a shadow mod for sprite tokens (you can also mod the shadow pics to be 100% transparent to get shadowless tokens - maybe they're not dimensions-sensitive and you could just copy-paste and rename that invisible "none" framedicon). If you go with tokens, you could make flipped duplicates to use for hostiles (so you could use the same sprite for an allied knight and a hostile one and still tell them apart)

    __________

    Suggestion: that "delete module" button seems not impossible to misclick, so just in case it may be good to keep a backup of work-in-progres custom modules somewhere.
     
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  5. The Red Knight Liturgist

    The Red Knight
    Joined:
    Apr 18, 2017
    Messages:
    392
    In the meantime I've been trying to make a dialogue-nested interactive world map work (because the vanilla world map doesn't seem to have all the features I want, plus I can't get it to work in the first place). Technically it is possible to make a cool-ish one, but all the methods for that are clunky and make me want to wait with that till some patch makes it easier.



    Stuff that would be very useful for that (and other things) but doesn't seem to be available (at least I couldn't find it):

    - using activable zones of a map in dialogue but without a defined splash picture (i.e. want to click on whatever activable zone is visible within the 1000x430px field of view when the dialogue starts - e.g. if I see the bottom part of a large map and it has zones there, I want to click on them and the game to recognize that); currently, using the command to display the dialogue and wait for a splash pic click without defining said pic crashes the game, and with the splash pic the game only recognizes activable zones put in the top-left 1000x430 corner of the map

    - storing of xy coordinates of clicked spot in dialogue splash picture (and dialogue without splash picture) relative to map coords instead of window coords (so like with the above, if the party is in the bottom-right corner of a big map and gets a clickable dialogue, there should be an option to store the coords from that corner instead of from the top-left 1000x430 fragment)

    - targetting activable zones of a map by their name/ID and not position (currently the available edit command takes any activable zone of the spot you clicked on for selection (or maybe the "top" one? hard to say), and so is useless for selecting one of overlapping zones) - having this would make lots of things much easier, like let you stack activable zones on top of each other and just hide/show them with a script as necessary (instead of creating many map files for each set of activable zones you need, or the messy and tedious approach of teleporting the zones in and out)

    - related, teleporting activable zones seems to require adding two commands to the script, one for the X and one for the Y coord, and also lacks "pick coords from map" option (if moving the zone along just one axis has its uses, there could be another option for the command that lets you quickly change both coords)

    - selecting a script to launch after the current one ends, so scripts could call each other as necessary instead of having to copy-paste anything you want from script 2 into the running script 1 (currently using a workaround of teleporting the party leader on top of an otherwise-inaccessible trigger tile when I want to switch scripts)

    - preventing the world map dragging from going out of bounds (it looks ugly unless you account for the black space in the world map picture and add some fade-into-black border to it)

    - for testing the module, if your world map lacks a way to enter some location from it, you can't exit it / go back to the main menu?

    - add dialog answer that's hidden/non-selectable for the skill "Specified Variable NOT EQUAL To Specified Value" (I'm using "if variable is not equal" and putting answers commands under that, but that could be contained in the answer command instead to avoid bloated script when you have many answer options in it)



    Fake edit to the first point: (see picture) the used splash pic can be paritally- or even fully-transparent (to get one quickly, stretch nope.png framedicon to 1000x430), so a 1000x430 invisible splash pic lets you use the zones and still see the map (using a smaller picture, e.g. 100x100 px, will only let you click within that 100x100 area) - but you still are limited to the activable zones placed in the top-left 1000x430 area of the map you're loading the zones from.

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  6. Dorateen Arcane

    Dorateen
    Joined:
    Aug 30, 2012
    Messages:
    3,441
    Location:
    The Crystal Mist Mountains
    I've been posting screenshots of conversations so far, but there is plenty of combat in Hearkenwold. Including this one, which our party was not prepared for:

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    What I have decided to do, at least for some indoor locations, is create a separate battle map for the encounter to play out. This is because the IceBlink engine was designed around the concept of a separate combat map transition similar to the Gold Box games or Realms of Arkania. The abstract 2D adventure maps in Hearkenwold are just too small in some places to properly stage a fight. So I have added a script to the conversation preceding a battle that will set the party's position on a new battle map. A script added to the enemy's End of fight trigger will transition the party back to the location on the main map. The loading between screens is nearly instantaneous, so it should not be a problem.

    Outdoor maps should be large enough to handle without needing to warp to a battle map.
     
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  7. Dorateen Arcane

    Dorateen
    Joined:
    Aug 30, 2012
    Messages:
    3,441
    Location:
    The Crystal Mist Mountains
    Just looking to keep this thread active.

    I spruced up that battle zone with some beds and a torch. Equipped the party with some basic first level gear. Still got wrecked.

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    Here is an early outdoor map. To display the transition squares, I am using Interactive Map Site markers that are included with Knights of the Chalice. The glowing trees mark where the forest continues to the east, north and south. While the Map Site Castle to the west shows the way back to the grounds of Castle Hearkenwold.

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    Party survived an encounter here. This is one of the battles that did not need to switch to a combat map. It was fun having a running fight across this area.
     
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  8. The Red Knight Liturgist

    The Red Knight
    Joined:
    Apr 18, 2017
    Messages:
    392
    A small(?) side project as I'm waiting for some editor-boosting patches.
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    Is going to be only the Roman side of the shareware demo area, or even less, of the original version of the game (i.e. pretty much a fanmade teaser to make you buy the Resurrection remake, which I hope JV won't mind). With some artistic licence modifications here and there as some things/mechanics can't be ported.

    Technically Celts get more interesting combat opportunities (like where-I've-seen-this-before getting thrown to the bottom of a dungeon with all equipment stripped from them, or a series of skirmishes against Roman patrols with superior equipment), but the Romans are cooler.


    And another editor demand:
    A few obstacle-type tiles that let you move diagonally if they're on both sides of your path:
    1X
    X2
    ^like for getting from 1 to 2 here
    The "use for pillars" thing seems to only work if there's one pillar and the other tile is open.

    ________
    Plus a few findings:
    - seems like it will be possible to make a piece of equipment disable spellcasting by giving it a giant PP and Concentration penalty
    - you can have two items with the same name (and not that /000X number suffix urging you to rename them) by adding a space or two at the end of the item name (e.g. "Scroll" and "Scroll ") <- you only have to be careful with item-adding scripts not to accidentally delete that space
    - in case you've never used "Tiled" map editor before (like me), tileset offset is hidden in layer settings (so you offset a whole layer and place any tiles you want to have that offset on it)

    ... another idea to annoy players with:
    An ambush that checks for party's/individual characters' HP % and only happens if the party is severely wounded (like from backtracking to a campfire through a cleared area and thinking they're safe and thus not healing up after a hard battle).

    ... and Pierre's guide on making random encounters, that I don't remember being brought up in this thread:
    http://www.heroicfantasygames.com/Forums/viewtopic.php?f=5&t=822&p=5491
    (thanks to Rpguy for reposting it)
     
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