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Better NPC Followers?


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#1 symbiote01

symbiote01

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Posted 15 March 2017 - 04:02 PM

I have looked at (and have been using) the NPC Followers script for my project, but I realized that it is a few years old and perhaps could use a bit more modern panache.  The premise is simple- you get an item that makes an FFC follower that follows you (through a particular DMap or what-have-you).  It would have to be able to follow across screens, of course (but not through doors or instawarps), which would cause the NPC to stop and become idle.  All of the followers would have an effect similar to 'bait', in that some enemies will actively seek them out.  They would have limited health, too- meaning they can be captured (or killed) by extended contact with enemies or even terrain hazards (spikes, fire, etc).  These might be useful for 'shepherding' or 'escort' type miniquests.  Maybe they can/can't go in shallow water, or tall grass, or on specific floor tiles?  I imagine three basic Types of NPC- if you can think of more, that'd be cool, too:

 

1) Panicked- this type of follower stays within 2 tiles of the hero unless the hero comes within two tiles of an enemy- then the follower panics and runs away, perhaps into a random pattern.  It takes Link coming into contact with them (and no enemies within 2 tiles) to calm them back down.  Good for children, animals, or flighty-types.  This one might turn into a Type 3 if severely hurt?

 

2) Brash- if an enemy comes within a few squares (3 or 4 perhaps) of this NPC, the NPC charges towards them! He will hit them with some weapon (that can perhaps stun weaker enemies- or massively overkill- maybe he's the bodyguard who is escorting you?)). Perhaps he turns into a Type 1 if he gets under half-health?  This one can be fun if combined with low health.  Good for the wannabe hero or foolhardy youth (or angry cucco).  

 

3) Slow- this type of follower is considerably slower than Link, but will travel the nearest (unblocked) path to him if possible.  If Link gets too far away (6-7 squares, perhaps), the follower complains, does an idle animation, and stops moving until Link physically touches them again.  This NPC will also stop moving and cry for help if attacked by an enemy.  Good for the elderly, very young, or infirm.

 

Other points:  maybe you can give the NPC a health bar either above them or- even better- as a separate heart line on the passive subscreen?

 

Extra bonus if a stopped NPC (either from taking damage, as Type 3 or because Link went through a door or instawarp) remains in the same place on the same DMap until you come back for them (in case you die or go into a cave or shop or whatever.

 

Perhaps you can turn around and interact with an NPC that is nearby to tell them to 'stay put' so you can dispatch some bad guys/solve a puzzle.  Perhaps they can trigger switches when they are on them for puzzles?  You see where this is going if combined with the normal script (fleeing, attacking, etc when enemies get near).

 

At the end of the miniquest (say, when a certain tile is touched with the NPC in-tow), the NPC approaches Link and he receives the reward (whatever that may be)

 

While this is a script request, it can also serve as a brainstorming session for other/further ideas on this concept?


Edited by symbiote01, 15 March 2017 - 04:11 PM.



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