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Numbers of dialog nodes


jayc
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When you call begin_talk_mode() (so the NPC can talk in the first place wink ), you have to supply the node number where the dialog begins. JV also uses the node numbers internally, so they HAVE to be unique across a particular town to work properly.

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I don't know if this was what spyderbytes was saying, so I may be repeating here, but if you write two nodes numbered 20, only the second one will do anything. The first one might as well not exist. The scripts load top-to-bottom, so that the second node of the same number writes over the first one.

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Thanks.

 

I have a minor complaint that 200 dialog nodes seems rather few to develop enough interesting personalities in a large town. On the other hand, if one expects the player to work through all the nodes, as a thorough player might do, more nodes could seem tedious. Do you find that limit restrictive?

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Well, given the add_string and remove_string possibilities, along with as many as 8 boxes of text per node, with additional effects using codes available... no, not really. But then, I'm not writing an immersive-world-style scenario, so others' experiences with that genre may vary.

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I have yet to actually run out of dialog nodes (though I've come close in a couple of towns), but I do try to conserve them. Thing is, I have a few "chatty" NPCs (not necessary stuff, generally--usually comic relief) that can really chew through those nodes. smile

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Ok, but for doing some specific stuff like variants without to use duplicate towns or for some special idea, 200 isn't so much.

 

It's possible to merge different dialog trees in one compatible with them in order to save nodes but that's more easy to have more nodes available. If 200 was ok but at the limit then for general use 400 would be probably a good bet.

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