An overview of cutscenes - Total-RP/Total-RP-3-Extended GitHub Wiki
A cutscene is a specific kind of TRP3 extended object that allows showing an animated interaction between two characters, which can be players or NPC. Once a cutscene object is made, it can be added to any item workflow as an effect:
The cutscene editor itself as a large number of options:
Distance max (yards)
The number here is how far the player can move from the place where the cutscene was opened. A value of 0 means the cutscene will never close. If the cutscene closes because of distance, you can trigger the "on cancel" workflow.
Cutscene step edition
Step text
This is the text displayed to the player. It can use variables in the form of ${} to allow the text to be modified if needed.
Select a workflow to link
If a workflow is defined inside the cutscene object (the 'workflow' tab) it can be linked to a particular step here. Once that step is shown, that workflow will be run.
Wait for loot
If the workflow linked to this cutscene shows loot to the player with the "show loot" effect, checking this box will ensure that the player can't move on with the step until the loot is picked up.
End point
If this is checked, this will be the last step shown to tbe player and the cutscene will end after this.
Player choices
If the player should have multiple choices to choose between, these can be selected here. There can be up to 5 choices, and the presence of a choice can be guarded using a condition, which can be based on any variable. For each entry the wording of the step needs to be provided, and which cutscene step the player will go to if that option is chosen. In the cutscene the selection will look like this:
Change dialog direction
You can choose if there is dialog, and if there is, if it is on the left or the right. After choosing this, it will remain the same for all next steps, so there is no need to change it for each step.
Change speaker name
If the dialog is not 'none', you can set the name of the speaker here. This will appear above the dialog. It does accept variables, like ${trp:player:full}.
Decoration
You can change the background image. You can use any of the images that you can pick from the TRP3 profile editor, like {img:Interface\LFGFRAME\LFGIcon-TolDagor:256:256}. You should, however, leave out the {img: and the :256:256}. Similarly an image can be pasted into the "Change Image" box. You can add icons here too, although the icon will need to have Interface\Icons\ in front of it, and again not have the { and the :25} parts. So Interface\Icons\Inv_misc_food_64 would cause it to look like this:
By clicking "Change" you can change the location and the size of the image, which is useful for icons to make them smaller (the one in the image above was set to 100x100).
Models
Here you can change the models used to the left and the right of the cutscene. By using "player" it shows the player model. By using "target" it will show the target model. You can also add the NPC ID (which you can look up on wowhead). If you click "Target ID" and you're targeting an NPC, it will copy that NPC's ID. Unfortunately using NPC ID can lead to a model not showing up, as the model needs to be cached in the player's computer before it shows. It is therefore recommended to use the Display ID instead, prepended with DID (as shown in the first example above). The Display ID can be found here:
If there are multiple display ID (e.g. female and male models) you may need to add or subtract one to the resulting number.
Cutscene steps
A cutscene usually has multiple steps. These steps are tracked here. You can add new steps, recorder the steps and delete steps. It is easy to overlook that there may be more steps, so make sure to scroll down. The cutscene editor also has a tendency to jump back to the first step each time, so be aware of that before making changes.
Event links
Event links are a separate tab of the cutscene editor, accessible at the top.
Once you have a workflow, you can link this workflow to one of two events: "On cutscene start" which happens when the cutscene begins, and "On cutscene end" which happens when the cutscene ends. This can be useful if certain variables need to be set before the cutscene begins, but you don't want to do this from the main workflow, or to detect that the player exited the cutscene early for some reason.