Quick Question About Character Dialouge

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Started by Rickitickitavi 5 posts View original ↗
  1. Ok so this may have been covered in a topic I just can't seem to find. but I need help with the progression of my story. The problem is this:

    There are some areas in my game where I have people standing around that you can talk to. They say basic things. Well after a certain event, those characters are supposed to be in different places. Say someone is standing outside a building, but the next day, that person is supposed to be standing in a room indoors. What is the most effective way to accomplish this? I'm not trying to make a cutscene, I'm just trying to figure out how to effectively make the previous version of a character disappears at the appropriate time, so that there aren't two of them on the map at the same time. I've tried deleting the previous character event using a conditional branch, making them through and transparent, and other things. But nothing really seems to work. :(

    In short, how do you move NPC's around and switch up their placement as well as their dialouge? (and do this without creating a conditional branch every 5 seconds...)
  2. You'd actually need two events for each character. In your example, one outside the building and one indoors. After that certain event, you would need to flip a switch, let's call it "Plot Happened" for this example. The event outside would have the regular dialogue on the first page, and the second page would have a condition of Plot Happened and be completely blank. The event inside would be opposite. The first page would be blank, and the second page would be the talking and the Plot Happened condition.

    In short, switches.
  3. Yeah, what Rachael said.

    The easiest way is using "Move Event" (not sure of the exact name, but it's on tab 2 I think) and a global switch.

    So, say you want them moved after a specific quest.

    1. Name a switch ("Quest1 complete" or something)

    2. At the end of "Quest1" turn that Switch on.

    3. With that set up, you can have an event (auto-run) set to "Move event" for the NPCs once that switch is turned on.

    4. Within the specific NPC events, have a second event page with new dialogue... and have the condition set to the global switch from step 1 (Quest1 complete)

    If I go into any more detail it'll be a full fledged tutorial. So I recommend spending some time learning about switches, self-switches, conditions etc.
  4. Those are pretty helpful. I tried using the "move event" but it said that I can't move the event to another map. Which is where he needs to be. :)

    EDIT: The "Plot Happened" thing you mentioned Rachael worked. Thanks a lot! :) This can probably be closed. Such a simple solution, much simpler than the things I was trying. :)
  5. Yes, events cannot be transferred to other maps, so if you have a character that is in multiple places at once, you need a new event on each map :)

    This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.