Rotghroth Rhapsody Overwhelming Posted July 22, 2004 Share Posted July 22, 2004 ... allow the player to start dialogue with another PC or a following NPC? Link to comment Share on other sites More sharing options...
Garrulous Glaahk Eldiran Posted July 22, 2004 Share Posted July 22, 2004 You could have an item that starts a dialogue, but this is all I can think of. Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted July 22, 2004 Share Posted July 22, 2004 If it's supposed to happen at a specific time or place, you could just throw in a begin_talk_mode in a town state and then call that state at the specified time. Following NPCs have their own scripts, too, so you can do the same thing but have it in the character's script -- which may be better, because then it will have the "Done" button that it wouldn't have otherwise. Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Overwhelming Posted July 22, 2004 Author Share Posted July 22, 2004 What I was thinking is that the player should use the talk icon to talk with the NPC. And when he does it in a specific place or area, new talking nodes would appear. For example. I try to talk to the NPC and receie a message saying we do small talk. But when I try to talk to him inside a certain building, for example, then it would trigger a dialogue (stored in the town's dialogue script). Link to comment Share on other sites More sharing options...
Garrulous Glaahk Eldiran Posted July 22, 2004 Share Posted July 22, 2004 When you hit the talk button, the NPC cannot be selected. EDIT: Oh. Ok. Link to comment Share on other sites More sharing options...
Rotghroth Rhapsody Overwhelming Posted July 22, 2004 Author Share Posted July 22, 2004 I know. That's why I was asking if there was a way around this. Link to comment Share on other sites More sharing options...
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