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I don't know if this will help me with my game or not but it was on my mind. Can anyone think of a way to have citizens that you can talk to, but if you want to make your character evil, you can kill them too? (for games with more of a personal roleplaying element to them)
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Originally posted by Demiscus: **I don't know if this will help me with my game or not but it was on my mind. Can anyone think of a way to have citizens that you can talk to, but if you want to make your character evil, you can kill them too? (for games with more of a personal roleplaying element to them) **
Mr. Demiscus,
It is easy to do, although a bit time consuming. You will need to make 2 of each NPC; a passive one that has all the dialogues, and an aggressive one that the player can attack.
Next make your map and in its local initialization events place 2 loading routines: good and evil. Make a conditional to check if the player is good or evil. If the player is evil then call the "evil loading routine" and if he is good then call the "good loading routine." The loadinng routines will set up where the npcs will load on the map, with the good routine loading the passive NPC, and the evil routine loading the aggressive NPC.
If the citizens are unique and you don't want them returning after they have been killed, then make a global for each citizen and in their death event trip the global. Then in the above loading routines have conditionals for each NPC before you load them. If they are dead then don't let them be loaded.
Make sense?
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thanks but there was a small misunderstanding. I didn't actually mean the person could be good or evil. Basically, there would be a normal town with people you could talk to. BUT, if you felt like it, you could attack them instead of talking to them and then they'd start fighting you. the interact/attack button being the same makes this a lot harder to do. If you're still not sure, what I'm talking about, ill try clearing it up a bit more.
In the speech dialog make an option to inflame the citizen. Such as: "I challenge you to a duel you cretin." Then have an action that removes the citizen and replaces him with a hostile one. Its the only way as far as I know.
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uhhh... im not sure about this one - havent tried it out but it's a guess. In the unit's combat AI (berserker, aggressive fighter, etc.) you might want to try to put it on passive. This makes it so that, if the unit get's attacked, it will attack back, however, if you put all the stats on 0 i dont think it'll hurt you and therefore it wont do much. I hope that it will still let you talk to it if it's on passive. Well, now that i think of it, even if you do put all the stats at 0, the NPC might chase after you (well hey, that kinda fits, you can have an angry mob after you if you cause too much trouble) hehe. O well. i hope that works cuz that was just a flat out guess.
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Originally posted by OgreBob: uhhh... im not sure about this one - havent tried it out but it's a guess. In the unit's combat AI (berserker, aggressive fighter, etc.) (url="http://"http://www.ambrosiasw.com/cgi-bin/vftp/show.pl?product=coldstone&category;=guides&display;=date&file;=PicquilariusGuide.sit")http://www.ambrosias...lariusGuide.sit(/url)
This guide will walk you through this as a hands on sample of what to do. Download it. I can't live without it.
Toast from Texas visiting in Minnesota
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sorry didn't have time to sift through everyone else's responses(meaning if i duplicate,let it slide):
i scanned over a few and you all seem to b on the right track;
however; create a npc make it do what it's gonna do, walk around pick a flower, etc....with a starting stamina of 0 give it a dialog, if u pick choice #3 it responds "looks like we can't get along". whatever picking that choice fires a linked event that changes the stamina, or whatever attributes you want to make it battle ready.(when stamina starts at any number other than 0 it will fight u, i don't thnk it matters whether it is aggressive or berserker while it is a non-combatant, think of that as more of a fighting style than a personality trait ).
u can have it change animations, etc.. to show that its drawn a weapon etc. consider the following scenario made possible with this method: the PC walks up to a large bald man in a bar after obtaining th golden chalice and filling it with spirits at the tap, you talk to the guy, he says "beat it, before i snap u lick a rotten branch" u r given the choice responses of : "shrug him off" "say something smart and walk away" "give him the finger, and run out the bar" "pour the icy contents of the chalice on to his warm head, stand and look smug" <---bing!, u pick 4!!!
this makes a sound effect play and changes his stamina and the others at his table to 325hp, and equips him with a chair, gives him a cold resistance of -25, and gives him the armor of "52 inch gorilla thumpin chest". And on top of it all he's already a berserker at heart u just made him mad.
now u have to fight him... if anyone wants to test this, i'm sure ,excluding bugs, this should work. ::and the hook plays::
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I was thinking of something similar except that I thought you would have to delete/add a new npc so thanks for the response. Still, it would be really nice if you could make the attack and interact buttons different...
It might howver b possible using keydown events like for example FF9:
u have X the interact button and u have square the cardbattle(which if they don't duel is also an alternate interact button)
(This message has been edited by ill_a_nois (edited 07-17-2002).)
how would u do a conditional to test whether an npc was next to you or not?
Originally posted by Demiscus: **how would u do a conditional to test whether an npc was next to you or not?
**
i believe a collision detectionsort of event.
i believe that any contact is measured by the "encounter in progress, conditional" or something
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