|Author||Topic: Dialogue Loop|
Member # 1250
written Saturday, April 2 2005 18:49
In a saloon in my scenario, I want to get an NPC drunk. Here's the dialogue snippet that I'd like to have checked:
I'm essentially using the node conditions to create a loop, instead of putting the loop in the code. Thanks in advance for telling me if this will work or not, and if not... is there a better way to do it?
Posts: 93 | Registered: Saturday, June 1 2002 07:00
Member # 7
written Sunday, April 3 2005 02:25
I would have the action DEP_ON_SDF 1 6 5, instead of a condition.
This way you can ask him about bandits every time, but he'll only tell you the right stuff after five drinks.
Since the player may not know about this, is there someone before that tells you he's a talkative drunk?
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Posts: 9436 | Registered: Wednesday, September 19 2001 07:00
Member # 869
written Sunday, April 3 2005 02:27
Yeah. Personally, I'd recommend giving him different messages after every drink so the player knows they're making progress.
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Posts: 9973 | Registered: Saturday, March 30 2002 08:00
Off With Their Heads
Member # 4045
written Sunday, April 3 2005 07:30
Additionally, you can only get the same node once per set of conversation options, which means that if he has other dialogue options, you would have to exhaust them every single time you wanted to buy him another drink, or you would have to end the conversation and start it again.
In that case, it may be less annoying just to make different nodes.
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Posts: 7968 | Registered: Saturday, February 28 2004 08:00