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CHANGING NPC DIALOGUE AFTER AN EVENT

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So I'm setting up my first major sidequest in the game, which involves the heroes of the TV world performing in every adventurer's guild in the land.

This is a major sidequest in the game--and each performance counts towards which ending you get.

If you pick a good choice, you'll get a good reaction from both Ash and co. and the in-game world, and the adventurers will open up and give you hints and items, and there will be more adventurers at your next stop

If you pick a neutral choice, you get a neutral reaction and maybe a few adventurers will open up.

If you pick a bad choice, you get a bad reaction and the adventurers don't open up at all. There will also be fewer adventurers at the next stop.

I've successfully set up three different dialogues with the guildmaster for the post show, but how can I get the adventurers to have appropriate dialogue, then revert back to their initial dialogue when the player leaves?

If you leave, they revert back to their pre-show dialogue when you re-enter
You'll need to use a switch, or a variable, to keep track of things.

See this tutorial on how to use those!
I've gotten the guildmaster to react appropriately, my problem is getting the adventurers to react appropriately

Here's what I've done:

My test subject has her normal dialogue, her good reaction dialogue (she gives you a little foreshadowing), her neutral dialogue, (since the neutral path involves the main hero singing a song in the mystic tongue, she says she wishes she understood that language, as she is a knight and has no magic) and her bad dialogue (she's sympathetic and gives you advice on how to improve)

each of these is set to a variable, so maybe if I triggered the variables during the scene with the guildmaster, it may work
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
If you set a variable to a value, you can check its value later (any time in the entire game) and make different things happen depending on the value.

So let's say the player does a performance, and it's either good, neutral, or bad. You can set your variable to 1 if it's good, 2 if it's neutral, and 3 if it's bad.

Then you can potentially make any NPC or event in the game act differently depending on that variable. Make an event page or a conditional branch that depends on the variable being equal to 1, and have them give you good stuff in that case. Make another event page or conditional branch that depends on the variable being equal to 2, and have them give you mediocre stuff in that case. Make a third event page or conditional branch that depends on the variable being equal to 3, and have them give you bad stuff in that case.

When the player leaves, change the variable back to 0, which is what all variables start as at the beginning of the game. The adventurers should do their default stuff when the variable is 0.
pianotm
The TM is for Totally Magical.
32388
Thank you for this topic, and thank you LockeZ for teaching me about using variables on characters!
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