[RMVX ACE] PARTY BANTER
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I am new to rpg maker so please use little words, but basically I am looking for a way to add random or seemingly random party banter to my game. It's not a huge change, I just think it would make my characters seem a little more lifelike. If anyone has an idea on how to do something like this, please respond.
Like, literally, a random member of your party making commentary? Conditional branches will be your best friend ever. Another thing to keep in mind is to use "\p[n]" for the message box, as that will print the name of the character in the nth position in the party. If that makes any sense?
*Edit: Actually, it could be simpler than what I'm imagining, depending on the context. I guess the big questions to ask are:
How stable is your party size?
How often can players change the party?
Are inactive party members still considered in the party?
*Edit: Actually, it could be simpler than what I'm imagining, depending on the context. I guess the big questions to ask are:
How stable is your party size?
How often can players change the party?
Are inactive party members still considered in the party?
I know how to do comentarry, what I want is legitimate random banter that shows up during the game the same way battles do. I suppose I am explaining it fairly poorly though, basically I want a text based verison of the random chats in bioware games.
Oh. Bioware-game commentary. Yeah, that's a biiiiit different than what I was thinking!
Hrm. Well, the best suggestion I have is to tie it to a parallel process. Though, I guess the context of the commentary also matters. I mean, if players pass by an area of interest that characters would comment on, that would probably be more of a on-touch event.
Hrm. Well, the best suggestion I have is to tie it to a parallel process. Though, I guess the context of the commentary also matters. I mean, if players pass by an area of interest that characters would comment on, that would probably be more of a on-touch event.
Yanfly has a script for this, but I never figured out how to get it to work properly. If you can figure it out it would work on control switches or variables. So if something happens the party will talk about it while you walk around (ie. the text doesn't stop the game.)
Yeah, there's a script for this. You could have a timer that randomly triggers the variable to randomly call one of the dialogues. That might work.
So - timer counts down. Calls random number for a variable. If said number is over 5 then it doesn't work and a new timer counts down. If under 5 then it randomly generates another variable which, depending on the number rolled, calls up one of the discussions you want to see at random. Now, if a discussion is called, have it turn a switch on for that talk (so there's no repeats) and on the 'this has already been called' case for that discussion, have it randomly generate the number again, until it hits one that hasn't been called yet. Then after that discussion, have it turn off talk and restart timer.
But yeah, that script would work with it quite well.
So - timer counts down. Calls random number for a variable. If said number is over 5 then it doesn't work and a new timer counts down. If under 5 then it randomly generates another variable which, depending on the number rolled, calls up one of the discussions you want to see at random. Now, if a discussion is called, have it turn a switch on for that talk (so there's no repeats) and on the 'this has already been called' case for that discussion, have it randomly generate the number again, until it hits one that hasn't been called yet. Then after that discussion, have it turn off talk and restart timer.
But yeah, that script would work with it quite well.
author=Liberty
Yeah, there's a script for this. You could have a timer that randomly triggers the variable to randomly call one of the dialogues. That might work.
So - timer counts down. Calls random number for a variable. If said number is over 5 then it doesn't work and a new timer counts down. If under 5 then it randomly generates another variable which, depending on the number rolled, calls up one of the discussions you want to see at random. Now, if a discussion is called, have it turn a switch on for that talk (so there's no repeats) and on the 'this has already been called' case for that discussion, have it randomly generate the number again, until it hits one that hasn't been called yet. Then after that discussion, have it turn off talk and restart timer.
But yeah, that script would work with it quite well.
Some of yanfly's scripts can go over my head (I'm not the worlds greatest programmer/scripter yet) but thanks, I will look it up and try to use it!
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
The random chats in the Dragon Age games happen when you pass over a very specific place. The dialogue is randomly chosen from a few hundred options based on who's in your party, and it's not guaranteed to happen every time you enter the map, and it won't ever happen a second time unless you leave the map and come back... but the location is always the same. They picked areas that are near the middles of large maps, or areas that are near one entrance of a large map but only occur if you came in from that entrance. They also almost never put the conversations in places with enemies close enough nearby that you could get in a battle mid-conversation.
In your game, both of these aspects would only be important if the player can continue walking during the conversation. Which is something that I'd definitely recommend doing. That will make it feel like they're talking as you travel, instead of interrupting you.
Do they happen a different way in Bioware's other games? Using a random location seems far worse. It would be extremely likely to happen just before you exited a map.
In your game, both of these aspects would only be important if the player can continue walking during the conversation. Which is something that I'd definitely recommend doing. That will make it feel like they're talking as you travel, instead of interrupting you.
Do they happen a different way in Bioware's other games? Using a random location seems far worse. It would be extremely likely to happen just before you exited a map.
author=LockeZ
The random chats in the Dragon Age games happen when you pass over a very specific place. The dialogue is randomly chosen from a few hundred options based on who's in your party, and it's not guaranteed to happen every time you enter the map, and it won't ever happen a second time unless you leave the map and come back... but the location is always the same. They picked areas that are near the middles of large maps, or areas that are near one entrance of a large map but only occur if you came in from that entrance. They also almost never put the conversations in places with enemies close enough nearby that you could get in a battle mid-conversation.
In your game, both of these aspects would only be important if the player can continue walking during the conversation. Which is something that I'd definitely recommend doing. That will make it feel like they're talking as you travel, instead of interrupting you.
Do they happen a different way in Bioware's other games? Using a random location seems far worse. It would be extremely likely to happen just before you exited a map.
Thanks for the input, I'll be honest, I didn't know exactly how they were done in Dragon age, its cool to know though. Also thanks for the advice, it actually does help quite a lot.
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