MAKING DIALOGUE
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I have looked around quite a lot and can't seem to find an answer to this, but I am trying to make an NPC have three different lines of dialogue, however only one is used at a time and in a specific order. So:
Player interacts with NPC, NPC says dialogue #1, end event. Player interacts with NPC, NPC says dialogue #2, end event. Player interacts with NPC, NPC says dialogue #3, end event.
I know I can make it so the dialogue just comes all at once, but I want it broken up so player can approach NPC more than once.
I was thinking it would need some kind of variable? I'm having trouble figuring it out or finding it anywhere else on the web.
Player interacts with NPC, NPC says dialogue #1, end event. Player interacts with NPC, NPC says dialogue #2, end event. Player interacts with NPC, NPC says dialogue #3, end event.
I know I can make it so the dialogue just comes all at once, but I want it broken up so player can approach NPC more than once.
I was thinking it would need some kind of variable? I'm having trouble figuring it out or finding it anywhere else on the web.
You can certainly approach this by using a game-variable. You probably could do it all in one event-page, by using a Conditional Branch. Such as...
...this example. It might look somewhat different to this if you have an engine with self-switch functionality, and using said functionality for this purpose. However, this method should work with just about any RPG Maker.
CONDITIONAL BRANCH: Variable [0001] == 0
//Initial Dialog.
CONTROL VARIABLES: Variable [0001] += 1
EXIT EVENT PROCESSING
BRANCH END
CONDITIONAL BRANCH: Variable [0001] == 1
//Dialog that happens after speaking to NPC the first time.
CONTROL VARIABLES: Variable [0001] += 1
EXIT EVENT PROCESSING
BRANCH END
CONDITIONAL BRANCH: Variable [0001] == 2
//Dialog that happens after speaking to NPC the second time.
//If the dialog loops, do a <CONTROL VARIABLES: Variable [0001] = 0> operation here.
//Probably another <EXIT EVENT PROCESSING> too, just to be on the safe side.
BRANCH END
...this example. It might look somewhat different to this if you have an engine with self-switch functionality, and using said functionality for this purpose. However, this method should work with just about any RPG Maker.
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