RedChimera / IWD2EE

This is the most recent semiOverhaul mod, containing most of the rebalancing components and a few other tweaks.
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Nonviolent Options for Isair and Madae #12

Open semiticgod opened 6 years ago

semiticgod commented 6 years ago

There are five different ways of resolving the encounter without a fight. However, there needs to be a set of commands after each method. The commands must:

  1. Spawn Orrick if necessary so his dialogue with the twins can proceed normally.
  2. Trigger the twins' death scene.
  3. Trigger the mythal collapse variable(s) and allow the player to flee the area to end the game.
  4. Open the door leading outside the room so the player can reach the stairs.
  5. (Optional) Remove the other enemies that spawn alongside Isair and Madae at the start of combat, or cause them to flee, so that they don't get in the way of the player escaping the area.
semiticgod commented 6 years ago

The area is AR6305. Orrick is 64ORRICK, with dialog 64ORRICK.dlg. Isair is 63ISAIR in the first half of the fight, and 63ISAIR2 in the second half. There are also two .cre files, 63ISARN and 63ISARN2, but I don't know what the "N" is for. His dialog is 61ISAIR.d. Madae is 63MADAE and 63MADAE2. There's also a 63MADAN and 63MADAN2.

The dialogs are 61ISAIR.d and 60MADAE.d. The nonviolent options end at:

  1. MythalTriggerMageIntimidate2
  2. MythalTriggerQuestionMotives1B
  3. MythalTriggerQuestionMotives2B
  4. MythalTriggerQuestionMotives3A
  5. MythalTriggerNoArmyIntimidate2

All of those options lead to a line by Madae, which continues to a vanilla discussion between Isair, Madae, and Orrick, which normally triggers after the twins are defeated the second time. Presumably, the commands needed to end the game are in that discussion, which ends with the cutscene script, 63cFB06.bcs. Other relevant commands, such as to open the door in the first chamber (the one that's unlocked after the first fight), should be in a cutscene script, 63cFB02.bcs.

semiticgod commented 6 years ago

I think we've got everything sorted out, except for one thing: we need to put a new version of Orrick in the main throne room, instead of just having the one Orrick in the radiant pool room. I can then tweak the dialog so that Isair and Madae talk to the right Orrick in the event of a nonviolent end to the fight. This will ensure that Orrick shows up in the right room if the player avoids a fight.

We might also add a death animation of some sort to Isair and Madae in the nonviolent option, and force their allies to flee or teleport away. Currently the commands I've added simply make them all disappear.