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Chapter 2 : Creation of the characters.

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The Darkstone world is full of monsters and characters who cross the paths of own adventurers.
This chapter will explain how to create and manage them.

1 : The monsters.
There are two types of monsters :
- The basic monsters (to be used as targets)
- The unique monsters (programmable) considered as "bosses" or some characters who are fairly important in the quest.

a.Create a basic monster.
-Go into 3D edition view of the "room1".
-Click on to show the Monsters selection window.
-Choose the monster type you want to put in your room (ex : orc2)
Showthen validate.
-Now you have to just put them in your room. Simply click with the left button in the places where you want to have them.
-To select another type of monster click again on .
-Click on then click on the left button pressed on the monster you want to move.
-Move the mouse (left button pressed) toward another place, release the mouse button to validate.
-Use to rotate the monsters.
-The icon is used to delete the monsters.

NOTE: Among the monsters there are the Non Player Character of Darkstone (Gunther, Irma...) if you choose them as basic monsters, they will have the same function as in the town, they will offer you the same service and they have the same name. To use one of these NPC and to rename him, see the section "Create a NPC dealer" of this chapter.

b.Create an unique monster.
-The aim of creating an unique monster will allow you to use it in your scenario. We can give it a specific name, make it give particular objects, modify its features...Here's how to do this:
-Go to the hierarchy edition view
-Click in the edition window with the right button and select "Add Monster" or in the module window, activate the tab "monster" , right button and select "Add Monster".
-Fill the properties window of the monster with the following parameters.
Show

Origin: Select the monster.
ex:
AMAZD3
Key: Identification key of the monster (
Necessary)
ex:
monster1
Name: Name of the character.
ex:
Gargul
Text: The displayed text when the monster is killed (optional).
Ex: I will come back to haunt your nights...
Life: Life points of the character. (current values of the game for this type of monster will be applied if you don't modify them)
ex:
500
Dam min-max: Minimum and maximum damages caused by the monster.
ex:
20 et 50
Give: Object dropped by the monster when it dies (if you don't select any object, the game will give you the object by default (gold, food...).
ex:
ITEM_CRISTAL1

-Click "OK" to validate.
-2 objects appeared in the hierarchy view; a frame containing the created monster and the object it gives. The properties of the monsters are modifiable as you want by select "Properties"(left click inside the frame)
-
The objects " ITEM_CRISTAL" can be modified by a double click.
-Now that you have created an unique monster, you have to put it inside one of your rooms.
-For this, we have to change the dimensions of the roomzone.
-Increase the size of the roomzone of "room1" with the small square on low right of the zone (maintain the left click while you move the mouse).

This is the Edit functions available in hierarchy view. Try to use them to familiarize yourself with them.

Move the elements: Left click on the element and move the mouse while pressing on the left button.
Multiple elements selection: Left click hold and move to create a selection rectangle.
Move the selection with , left click inside the rectangle and move it with your mouse holding the button.
General move: Move the mouse with the left click hold.

Now select , move the frame of "monstre1" and drag it in the roomzone of "room1"Show.
Edit the site "room1"( Right click in his roomzone then choose Edit) then Move "monstre1" in the second room.
Show

2 : The NPC (Non Player Character).
The NPC are the characters that are the framework of the quest. They relate the story, create the enigmas, give objects...

a. Create a NPC dealer.
With the editor you can create a dealer outside of the town. This is how to proceed.
-Activate the hierarchy view
-Right click in the edition windows then select "add monster"
-Fill the properties window of the monster with the following parameters.Show

Origin: select the trade persons (pharmacist, blacksmith, usurer, fortune teller, prof1, innkeeper)
ex:
ARMURIER
Key: Identification key of the character (Necessary)
ex:
vendeur1
Name: The name of the character( replace the one in the game)
ex:
Géo trouvetout
The other properties are not necessary, so validate.

Move with the frame of your NPC in the "maison1" roomzone.Show

Note: The NPC dealer have the same merchandise as the town trader.

b. Create a NPC.
The NPC creation method depends on the action he has to do. For this we need to use the state machines.
-Activate the hierarchy mode .
-Click in the editor window with the right click and select "Add machine".
A selection window with the different state machines appears.
The state machines we need have a prefix "pnj".
Look at the comments in the upper window when you select it.They describe the possible actions of the NPC.
For example , select pnj3 (NPC (Arnold) that gives an objet (cristal2) when we give him another object (mana potion) then disappears.
-Choose "pnj3" in the list and type Perso1 in the caption "Enter new key"
Show
-Click on "Next" to display the properties window.
-Click on each parameter and complete them with the following text.
Show

Name of the character : Arnold
Object to be given to him :
ITEM_POTION_MANA
Received object :
ITEM_CRYSTAL2
Text explains the object requirements :
Give me some mana or i'm going to run amok !!!
Text display when he gives us the object :
Keep this cristal for me and look what i can do with a mana potion...
Name of the skeleton file : (Automatic when we select the model).
Name of the model :
Paysan
Click "OK" to validate.

-Move the frame "perso1" inside the roomzone "maison1"Show
Arrange the other elements in the hierarchy view to make it more legible.
Only the element with frames must be inside the roomzones.
Edit in 3D "maison1" and move your NPC where you want to put him
Show
Now we have seen the differents types of characters , let 's see how to create an object.

Chapter 3 : Creation of the objects.