User Tag List

Results 1 to 2 of 2

Thread: (Script Idea) Random Guy

  1. #1
    A Link to Frustration
    Join Date
    Sep 2014
    My own little fantasy world... or a padded cell. Yah, I can't really tell the difference anymore!
    0 Post(s)
    0 Thread(s)
    vBActivity - Stats
    vBActivity - Bars
    Lv. Percent

    (Script Idea) Random Guy

    It's a trope that most of us likely already know: Even the mightiest of heroes need a bit of R&R now and again. So upon wandering into town it's not unnatural that one of the first places they'll stop is bound to be the tavern. And here, they meet an interesting fellow (quite likely a drunkard) who babbles on incessantly about things he's seen and heard. Sure, much (if not most) of what he says is nonsense. But maybe, just maybe, he'll say something that's actually important for the hero to know!

    My vision for this gameplay element is a modified version of the NPC scripts, that rather than point to one particular string which is then displayed, randomly chooses from a list of multiple predesignated ones so that the NPC says something different every time you talk to him. Bonus points if there's also a place to put in strings that he can't access until a certain part in the story, to make it seem as though he is commenting about plot related events!

  2. #2
    Cor Blimey! CJC's Avatar
    Join Date
    Dec 2002
    Fading into the darkness
    150 Post(s)
    6 Thread(s)
    vBActivity - Stats
    vBActivity - Bars
    Lv. Percent

    You might be able to do this with careful application of string control codes.

    Through careful application of control code #4, you can have a 'seed' string that you set as the dialogue for the screen, which randomly redirects to a series of other strings (or, if all of the gotoIfRandom strings fail, goes to a message about him being drunk and unconscious or something).

    As for having him speak plot-relevant events, you could achieve such by planting a dummy item in the player's inventory after key events, and then using control code #5 to jump to a different 'seed' string that has a new set of random messages relevant to the possession of the plot item. Alternatively, you could dedicate one of the script counters to plot progression and trigger the same kind of leap with control code #6.

    It takes a lot of planning (Much of which should be done on paper outside of the editor) but it could work without a single script.

    Just a thought. I'm sure somebody can write a random string script that's easier to set up.

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
About us
Armageddon Games is a game development group founded in 1997. We are extremely passionate about our work and our inspirations are mostly drawn from games of the 8-bit and 16-bit era.