character speaking

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Started by torx123 4 posts View original ↗
  1. is there any way to make your character speaking even if he's not colliding with another event? i mean i'm creating a game in which a wizard casts a spell on townies and they get all crazy and as the protagonist talks to them, after the conversation he walks away and speaks to himself something like "this person was acting real strange". i'm asking if it's possible? can character talk on his own without the usual text command?

    thanks in advance.

    i want his speech to be text based of course.
  2. yes and no...


    You need an event command to display the message by show text. And that event command has to be triggered by something.


    However, there are several ways to trigger something, it depends on what exactly you want to happen.


    The easiest way would be to make that still part of the original event. When the "official" part of the conversation is finished, add two more command to the event: one would be a set move route targeted on the player, moving it away from the event, and then followed with a showtext of what the actor will be thinking after moving away.


    This way the player looses the decision in which direction to move away, but it still will look like you want.


    If you want that to happen after the player made several steps of his own choice, you better make it a common event on parallel, counting some time up before displaying the thinking and then deactivating itself.


    This is not the preferred way, because you have only a limited number of common events, and you probably don't want to spend a hundred of them on the people in the first town...


    And there are several other ways using timers or scripted timers to get the delay before the show text command.
  3. Andar said:
    The easiest way would be to make that still part of the original event. When the "official" part of the conversation is finished, add two more command to the event: one would be a set move route targeted on the player, moving it away from the event, and then followed with a showtext of what the actor will be thinking after moving away.
    that's a good idea! i'll try to do this. thanks!  :)

    edit: i might also use timers as you said. only time will tell which option will work better for me.