PRCSCR

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Revision as of 02:05, 21 February 2010 by Eshme (Talk | contribs) (Scripts)

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PRCSCR enables a Modder to add any content into the existing Campaign with a custom Addin Module.

Overview

PRCSCR (Post Release Content Script) actually is the name of a M2DA. However its sole purpose is to give an entry point into the main campaign and run a single associated script, which in turn starts to "inject" content into the campaign. This whole process is used by Bioware in all of their DLC content and is of high value to any modder.

This process naturally involves Scripts as the name already reveals, however for small mods this can be a one time situation. This section contains some templates for scripts, for anyone not too familar.

PRCSCR in detail

One may ask, why this process is so important, while it was not needed for them. The task here is to "inject" content, without touching a single Resource from the Main campaign. This option still remains ,but is not needed. If it worked before, it was due altered Resources which in most situation is easier but can interact badly with other Modules and causes serious trouble once custom resources are removed, unless it is treated with absolute care. (be warned)

Ironically, this method while being a high hurdle to take for starters, is the most easy to grasp once taken.

The Idea is, that you provide a custom PRCSCR M2DA, with Information on which custom Script to run once the player enters a specific Area. The Game will read the M2DA all by itself. The Script creates new waypoints, quests, NPC's etc. Basically what Bioware does with its DLC's ,that as soon the player enters any Area ,instantly the "Lucky Ring" for instance spawns into the players inventory. The new Resources can then spawn further things on their own ,and the purpose of PRCSCR ends here.

PRCSCR M2DA

This M2DA is the file you create for your module, which tell what script to run, at which point in the game. It is made from normal Excel files.

See Article: PRCSCR.xls

Scripts

This is, by any means, not an easy task for many people. This should not be the main portal of everything evolving around Scripts. However a collection of ready to use Scripts to use for various cases one may need.

See Article: PRCSCR Script Templates

Note: The script will be run every time the player enters the specified area, so you'll want to have an associated plot flag (or other checks within the script) to ensure that the changes are only made once.

Usage Scenarios

Where it applies:

  • You have made a new Area, an interior of a House in Denerim. But no Entrance Door exists ,unless you edit the stock Denerim Area. With PRCSCR you can spawn an Entrance.
  • You have made a Item. But there is no shop selling your item, unless you edit one. With PRCSCR you can spawn the Item in a Shop or your Inventory, or anywhere else. You can even spawn your own Shopkeeper into a existing Area ,which holds your Item without editting it.
  • You have made a new Map Pin on the map leading to your Area. However that Pin can only be active all the time. With PRCSCR, you can "spawn" this Map Pin after certain triggers which exist in the Main campaign without editting those. For example you may want that Pin only active once you have been greeted by the Dalish.

Where it doesnt need to apply:

  • You have made a new House interior for Denerim but no entrance exists. However you already used PRCSCR to activate a Map Pin leading into a custom Area. In the custom Area you added a quest for instance, which upon activation can spawn that entrance on its own.
  • You have made an Item, but nobody can receive it. However you already used PRCSCR to spawn a door into your custom House, in which a custom NPC resides who has that Item for instance.
  • You have made a new Map Pin on the map, but you would need PRCSCR to activate it. However you already used PRCSCR to add an Item into the World, which can lead to activate the Map Pin on its own. For example the Item is a Map, which upon finding spawns the Map Pin.

Where it doesnt apply:

  • Stages and Merchants cannot be inserted via Scripts. One alternative for stages is a dynamic stage, while setting "at current position".
  • Level Art cannot be changed, as it is "baked" into an Area.
  • Anything a Script cannot do.


As you can see, you only need to use PRCSCR in at least one case. Anything further can be based on it.