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> [Eventing]More Interesting NPCs
ccoa
post Jan 1 2008, 08:39 AM
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Storm Goddess
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Inspired to be reposted by a help post by Jaide. Here are some general things you can do to make your NPCs far more interesting then the little old guy who yells "Welcome to Corneria!"

Linear Talk NPCs

These are NPCs that say several different things in a set order. Use the Self Switches to get up to 5 sayings, or even throw in some global switches to get more. For example:

[Show/Hide] Basic Linear Talk NPC








Alternatively, you can turn OFF all the local switches at the end of the last page, and start the whole conversation over, like so:

[Show/Hide] Reset Linear Talk NPC




Or you can turn OFF all but A, and start the conversation from Page 2, etc.

Random Talk NPCs

These are NPCs that have more than one thing to say, and say one of them at random when you talk to them. For example:

[Show/Hide] Random Talk NPC




Lead Specific NPCs

These are NPCs who say something different depending on who your lead (showing) party member is. For example:

[Show/Hide] Lead Specific NPC




Will say something different if your lead party member is Aluxes, Gloria, or Basil than he will if your party member is anyone else. For easy copy and pasting, here's the code for the Conditional Branch:

CODE
$game_party.actors[0].name == "name"


Replacing name with the name of the hero. If you're using hero name input, you could alternatively use:

CODE
$game_party.actors[0].id == i


Replacing i with the id of the hero (from the database).

Weather-wise NPCs

These are NPCs that say something different depending on the type of weather. For example:

[Show/Hide] Weather-wise NPC




Will say something different for no weather, rain, snow, and storms. Note that in my weather script, you have more options than those 4, the numbers for those are in the comments at the beginning of the script.

Wordly-wise NPCs

These are NPCs who are actually up-to-date on world events, or, more specifically, what the party has been doing. For example:

[Show/Hide] Worldly-wise NPC




Where switches 0001: Village Burned and 0002: Emperor Defeated are switches that you turned on when those events happened, presumably.

Gold-digger NPC

This is an NPC that responds differently based on how much money the party has. For example:

[Show/Hide] Gold-digger NPC




Use your imagination with this one, you can do this with any variable. That means you can make an event-based reputation system, if you like.

Query NPC

This is an NPC that asks you a question, then thereafter says or does something different depending on your response. For example:

[Show/Hide] Query NPC






Feel free to make this as deep as you like, using global switches each choice could lead to a new choice.

Item-Specific NPC

An NPC that may say or do something different if you have a certain item.

[Show/Hide] Item-specific NPC




Really, you can do basically the same thing with any option in Conditional Branch. Take a look at the options yourself!

~*~*~*~*~*~*~*~

Feel free to combine NPC types, for example, a random talking wordly-wise NPC:



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jens009
post Jan 1 2008, 01:14 PM
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L Did you know? Death gods... only eat apples
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I've seen this tutorial of yours before.
Good submit anyway.
I find it very funny when RPG games like mine, always have NPCs who are up to date on current news.


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