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#1
iceburg

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This thread is for people who'd like to use the Play as Anyone functionality to create quests, followers, and other exciting stuff. While I welcome you to pm me, we can also talk here.

First, download the master file from the files tab. This is just an esmifyied version of AA, which means you can make your mod dependent on it like any esm file. By using the master you'll be able to access AA functionality, and triggering transformations will be easy.

I'm hoping to write a tutorial, but check this small example out for now:

Fill the AKControlQuestScript property with the quest (you only have one option) and the Partner property with the actor you want the player to become. Then your good to go.    

AKControlQuestScript property akquest Auto ;access AA script
actor player
actor property partner auto 
;the player's partner for the quest, who they'll turn into (could use object reference if preferred)
;pretend the below was attatched to the papyrus fragment of a quest stage
;the player flipped the lever, letting the partner into the next room: switch to the partner!
;AKMorphCompleteAKMorphComplete(Actor akdonor, Actor akimposter, Bool duration = False, Float aktime = 0.0) ;the function we'll use
player = game.getplayer()
akquest.AKMorphComplete(partner, player)

;....
; after the partner solves the puzzle, it's the quest stage that we should be the player again.
;akrevert(actor akimposter, Bool AKDrainmagic = False)
;the function we'll use
akquest.akrevert(player) 

Note the two optional paramaters: Duration, and akTime. If duration is set to true, then the transformation will either last for akTime seconds, or if you give no value for akTime, then will last for about 1 second for every point of magicka the player has (so the spell will last around 100 seconds if the player has 100 magicka).

There are also functions for controlling creatures:

AKSimpleMorph(Actor aktarget, Bool akduration = False, Float aktime = 0.0)
AKSimpleRevert(Actor aktarget, Bool AKDrainmagic = False)

Feel free to ask me any questions as you work on your mod. When it's done, I'll place a link to it in my description. :D


Edited by iceburg, 06 June 2013 - 04:55 PM.


#2
Khenta

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Can't wait to start working with this mod! :D A mod like this will make quests like this possible: http://youtu.be/EIfZodWoUjE?t=6m

Edited by Khenta, 19 May 2013 - 05:51 PM.


#3
iceburg

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Khenta: Sweet! I remember a quest like that in Wind Waker as well (with the bird girl).
This should definitely be do-able! I'm puckered out from answering all those comments, but I'll get back to you soon so we can start working on this!



#4
Khenta

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In response to post #8086862.

Take your time! Well earned!

#5
iceburg

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Hey Khenta, I got a FB message today that someone else was also interested in making quests for AA. :D
I went ahead and updated the first post with an example script of how the coding will work for AA quests; it should be pretty simple as far as coding goes. Alright, I'm going to dive back into the 1.1 update so I can get it out as soon as possible!
Godspeed on the quest!
Ice



#6
Inkz

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Just a suggestion but could you make a version where you get to keep playing the new character permanently? I would be great to just play the whole game as some one else that already has a defined character and not have to worry about the original character dying.



#7
Nimbus21

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  • I'll just be happy if I can change an actors apperence hand have it be permanent, beyond that I can't figure what else there aught be be in it.


#8
iceburg

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In response to post #8128630.

You can save as the alternate actor, so you should be able to do just that!

#9
Khenta

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So with 1.1 out, will be able to use the code you provided in the sticky?



#10
iceburg

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In response to post #8199557.

Yes! However, I added some optional parameters, so if *Could* look like this:
AKMorphComplete(Actor akdonor, Actor akimposter, Bool duration = False, Float aktime = 0.0)

and this to revert:
akrevert(actor akimposter, Bool AKDrainmagic = False)

I'll be posting/updating the sticky with more instructions soon, as well as possibly writing a tutorial over the next couple weeks.




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