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PostPosted: December 1st, 2007, 9:49 pm 
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Im not sure how to word this question.. so ill explain my problem. The king in my game sent me to another town to get info on where the princess has been kindapped to. So i go to the town and gather information, when i go back to the king how do i change it so he asks what happened and what to do about the princess? (RPGM3 btw)


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PostPosted: December 1st, 2007, 10:24 pm 
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You need to use switches or possibly variables.

I'm not really in the mood to explain either, maybe someone else will.

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PostPosted: December 2nd, 2007, 12:04 am 
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chopper wrote:
Im not sure how to word this question.. so ill explain my problem. The king in my game sent me to another town to get info on where the princess has been kindapped to. So i go to the town and gather information, when i go back to the king how do i change it so he asks what happened and what to do about the princess? (RPGM3 btw)


Well first off How many people do you need to talk to before talking to the king again? For the sake of describing it to you I'll say 3.

First off after you talk to the king the first time add a mode. Then place a var. condition branch and pick two. You can pick any variable you want it to count. For the first one have it be equal or less then 2. The second have it be just equal to 3.

For the section that is equal or less then 2 make the king say something like you need mor information.

For the section that equals 3 have the king talk about the princess again.

Then after you talk to each of the 3 people have it add the same variable by 1

This will make things work nicely. I hope you understand this.

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PostPosted: December 2nd, 2007, 3:13 am 
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Lausen is right if you want to have the character talk to a particular number of individuals, but if all the character has to do is find the particular individual who has the info you can just use a script command when talking to the character with the info to modify the kings mode number under "Property Control Type"/"Modify mode". Don't forget that each character mode has both a day and night setting, so if you are using both day and night, make sure that both the info character and the king have all script commands in both day and night setting. The game allows you to copy the day event contents into the night contents and vice-versa so you don't have to retype it.

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PostPosted: December 2nd, 2007, 8:26 am 
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Here's how I'd do this.

For Mr. King, we need a "have we gotten this quest?" variable.

If it = 0, then we haven't talked to Mr. King yet, and he says "Go to that town."

If it = 1, then we have already talked to Mr. King, and he says something like "I already told you what we need to do."

For Mr. Info, I'd use a "have we talked to this guy?" variable.

If it = 0, then we haven't talked to the guy yet, and he gives out the info about where the princess is.

If it = 1, then we've gotten the info from him, and he asks if his info was helpful.

For Mr. King, if the "have we talked to this guy?" variable = 1, then he continues by asking how it went and what to do next (or whatever).

Note that you'll be able to include as many NPCs in this as you want. Just give them Val Condition Branches that check the variables. You could have a guy in town who asks if you've talked to the king yet. Your character's conversation with this guy can change as the situation changes.

In fact, I'd recommend doing this with all your NPCs. Since this sounds like a major plot event, I'd include it in a "where are we in the story?" variable. This variable starts at 0 (zero) and increases by 1 each time the story advances. So Mr. King telling us that we need to get info from this other town would increase our "where are we in the story?" variable by 1. Then getting the info would increase it by 1 again. For each possible value that the variable can hold, each NPC in the game can run off that variable and have something new to say every time a new event happens in the story. That's how I do my NPCs.


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PostPosted: December 2nd, 2007, 11:50 am 
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ohh ok, yeah i get it. thank you all!


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