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What is a skrev?

Silly question perhaps, but what is a skrev?
In swedish it means croutch, ^^ but what does it mean when it pertains to DS modding?

I saw the term in this screenshot: siege.yanksandbrits.net/index.php?n=Main.EditingASkrev

hi, sol..
- I found this on Google..
http://siege.yanksandbrits.net/index.php?n=Main.SiegeToolsForEclipse

- it will probably mean more to you than me.. Wink

volkan's picture

I just uninstalled both DS1 and DS2 to do a fresh install, but I found this on the net:

Gizmos
    The following categories sort objects within the Gizmos subfolders:

        * levers (all levers, buttons, etc)
        * interactive (all interactive objects like health fountains)
        * trigger (all triggers)
        * catalyst (all catalyst type AI commands)
        * target (all target type AI commands)
        * zurb (specialized commands that don't use normal jat/next scid
        * skrev (skrit event specialized commands)
        * effect (all effect commands like camera shakes)
        * nis (all NIS commands)
        * emitter (sound and SFX emitters like fire and smoke)
        * special (misc special features like shrine effects, use points, etc)
        * traps (SFX traps like fireballs)
        * elevator (all elevator gizmos)
        * 1w_generator (all regular world base generators and spawners)
        * 1w_automated (all regular world automated generators and spawners) 

Thanks Blondin. That is the site where I found the screenshot though.

Thanks Volkan, that brings me a bit closer to the answer. I think I need to install the new version of siegetools and go through Xaa's skrit lessons. But seemingly it is a gizmo that initializes an event. I think it would be good with a tutorial that explains terms like that. SU already does I guess, but it would be nice to have it all on one page.
Has anyone done that already?

A Skrev is short for a Skrit Event. They first appeared on the scene when Yesterhaven was released the summer after DS1 was released. Basically, what GPG used these for was to create coordinated events in DS. These would be similar to a NIS, but since it didn't put the screen in letterbox mode or use custom cameras, they could be used in MP as well as SP. Writing your sequence in skrit with timecode as to when each element of the sequence occurs gives you much greater control over a cut scene or special sequence of events.

An excerpt from one of our skrevs is:

state scene3_rescue$
{
	// this scene doesn't fade in; this is a 'pop'		
	setup_scene3$		at (0.0)
	{
		//suddenly, a crackle of energy the moongate re-appears
		ActivateCamera$(camera_6$);
		ActivateNarratorSpeech$(narrator_scid_4$);
	}
//0x00100376
	activate_moongate_again$ 	at (1.0)	{ ActivateMoongate$(second_moongate$); }//0x0010037A

	start_pan1b$		at (4.0) { ActivateCamera$(camera_7$); }
//0x00100379

	spawn_companions$       at (6.0) 
	{
		dupre_goid$ 	= SpawnOtherAtPoint$(dupre_spawn_point$, "dupre_npc");
		shamino_goid$ 	= SpawnOtherAtPoint$(shamino_spawn_point$, "shamino_npc");
		iolo_goid$		= SpawnOtherAtPoint$(iolo_spawn_point$, "iolo_npc");
		

    	dupre_goid$.Go.Aspect.IsInvincible 		= true;
    	shamino_goid$.Go.Aspect.IsInvincible 	= true;
		iolo_goid$.Go.Aspect.IsInvincible 		= true;
	}
}

If you notice the time code, each action within the state is fired off at a particular second count from the time the state was entered.

volkan's picture

So you activate second moongate at 1 second, activate camera at 4 seconds, and spawn companions at 6 seconds after skrit initiates, is that correct?

That was a very elaborate and good answer, thanks. Smile

It seems like a very useful thing. So when this state is entered you can basically setup phases during the scene where you can call any skritfunction or variable you want?

Yes, except the second count starts at the top of the state, so if you chain through multiple states of the skrit, each state resets the counter.

And yes, it's like any other skrit. You can include other skrits or write your own functions.