Is there a way to make a guy vanish when he's done speaking? As in, when the screen strings are done, the guy disappears as if you've done whatever would normally make the guy disappear (e.g. buying an item, picking up the item, giving them bait, etc.)
Guy Runs Off
Posted 15 August 2018 - 12:45 PM
You can make the guy a "pay for door repair" type, with a cost of 0. Then he'll only appear once, but you'll still need to leave the room and come back for him to be gone.
Posted 15 August 2018 - 01:10 PM
Can it be scripted?
Posted 15 August 2018 - 01:45 PM
What are you trying to achieve?
Are you looking to have the guy come back every time to speak or to just talk once then go away and stay away?
Posted 15 August 2018 - 05:50 PM
Posted 15 August 2018 - 06:04 PM
I don't think this is possible. Maybe use combo cycling?
Edited by Avataro, 15 August 2018 - 06:05 PM.
Posted 15 August 2018 - 06:13 PM
Can't you trigger the screen secret through a script after the string ends? IIRC Bait Goriyas count as solving the screen secret if you feed them so try triggering the secret after the string ends and see if the Guy leaves
Edited by P-Tux7, 15 August 2018 - 06:14 PM.
Posted 15 August 2018 - 06:48 PM
I feel like bait rooms and other guys were actually counted as defeating all enemies, as opposed to screen secrets being activated. Either way, I don't know if it would help.
In any case, this would be a useful thing to have in ZC. I can probably work around it, though
Edited by klop422, 15 August 2018 - 06:48 PM.
Posted 16 August 2018 - 07:52 AM
I guess you could use the String Once script in the DB and not use the room type "Guy"
Instead, leave it as a regular room with the FFC set and the "Guy" combo on a layer with a perm trigger that makes him vanish once link moves again.
That should remove the need to "give" the guy something.
Or you could use the option for "talking NPCs" script in the DB too. That way, the player will have to actually "trigger" the conversation.
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