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Progress that Determines Dialogue?

progression strings dialogue events screen states scripting

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#1 A Link to Frustration

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Posted 16 December 2014 - 11:54 AM

To understand what I'm trying to get at, let me describe a scenario.
 
You meet a man in town who recounts to you that his daughter was kidnapped by moblins (sounds familiar, right?). The first time you talk to him, he tells you the entire story: "The moblins kidnapped my daughter! I don't know how I'll live without her! Please help me get her back!"
 
If you talk to him again before rescuing his daughter, he'll say "Have you found her yet? Please do hurry! I can't even begin to imagine life without her!"
 
Then the first time you talk to him after saving his daughter: "You found her? Oh happy day! I'm so overwhelmed with joy that I could just kiss you! Thank you! Thank you so much!"
 
Then any time you talk to him after that: "Hello there friend! Thanks again for rescuing my daughter for me!"
 
I'm wondering if there's an easy way for game progression to determine character dialogue, preferably without utilizing screen states or secret trigger items (I have a bad history with screen states, and I'm hoping to not have to use the strangely-named custom item slots so that the quest will be more likely to be forward compatible.). My guess is "not without scripting", but still, I figured I'd ask here first just in case. 


#2 justin

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Posted 16 December 2014 - 12:04 PM

You'll need to create some dummy items and use string control codes. The first time you talk to him he gives you the first dummy item, at the end of his dialogue.

Basically his strings would look like...
String1 - if dummy1 go to string 2, the string, give dummy1
String2 - if dummy2 go to string 3, the string
String3 - if dummy3 go to string 4, the string, give dummy3
String4 - just the string


Player rescues girl somewhere else and gets dummy2

Edit: with scripts you could probably do it with less dummy items, but the method above only uses 3, so unless you have lots of characters with these dialogue trees it shouldn't matter much.

Edited by justin, 16 December 2014 - 12:06 PM.

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#3 Avaro

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Posted 16 December 2014 - 12:04 PM

It's save to use the zz custom items as dummies for this. Your quest will still be forwards compatible. Use string control codes :)

Edit: Yep, what justin said. ^


Edited by Avataro, 16 December 2014 - 12:05 PM.




Also tagged with one or more of these keywords: progression, strings, dialogue, events, screen states, scripting

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