How could I write a generic sequence that always uses the NPC?
Posted: Tue May 28, 2019 4:44 pm
Hello! I'm making a VN, and I often need to change the character's expressions in the conversation. Right now I have an idle, upset, and happy animation. So in parts of the conversation, I'll use SpineAnimation(idle,Eva) or SpineAnimation(happy,Eva). But if it's a conversation with Sarah, I'd want to use SpineAnimation(idle,Sarah) instead. I'm looking for a way to generically say, "idle" and have it do the right thing regardless of the conversation. I think shortcuts are the right tool for the job, but I'm not sure.
There's one part I'm stuck on: These changes in animation don't always happen when the NPC talks, sometimes they react to what the player says. For that reason, I don't think I can use speaker or listener as the variable. I could use it if I were to create an {{idleSpeaker}} and {{idleListener}} shortcut and that wouldn't be so bad, but it would be even more convenient if I could just say {{idle}} and have it do the right thing. Is there a way to do that?
This is a first person view game, so I'd never want the Player to be animated, it'd always be the NPC.
There's one part I'm stuck on: These changes in animation don't always happen when the NPC talks, sometimes they react to what the player says. For that reason, I don't think I can use speaker or listener as the variable. I could use it if I were to create an {{idleSpeaker}} and {{idleListener}} shortcut and that wouldn't be so bad, but it would be even more convenient if I could just say {{idle}} and have it do the right thing. Is there a way to do that?
This is a first person view game, so I'd never want the Player to be animated, it'd always be the NPC.