Random Player Repsonses with some fixed inclusions
Posted: Sat Mar 07, 2020 8:59 am
Hey Tony!
I purchased the Dialogue System several weeks ago and (after doing a bunch of other work for my project) after reading the manual and some of the forum I am finally getting into the depth of it. I must say the good reviews that lead me to purchase weren’t exaggerating. The System does many things I thought I would have to implement myself. I am making a game about talking, so the core mechanic of the game will be conversations, but as a kind of battle of wits in an rpg type round based system. I was going to first just use the Dialogue System as a solution for the NPC conversations outside of the 'battle system' and make that myself, but I was very pleased to find that what you've built seems perfectly capable of delivering most of the whole round based conversation system, including variables for health and energy and timed replies.
Here are my two questions: I found your random answers script which you shared here, which solves many of the many of the features I was looking for:
https://pixelcrushers.com/phpbb/viewtop ... 271#p12271
1. How would you modify that script so 1 among the ten optional nodes becomes included every time randomly among the first four buttons?
Let’s say I write a node for something an npc says, which links to ten possible player answers in my dialogue tab. Since I am only using 5 Buttons in my UI, they would show a slightly different set each time, after your script shuffles the replies. But how do I make sure that at least one of the answers going to my 'correct' part of the conversation is included each time among those first 5 Buttons?
I love the way your script only randomizes nodes that lead to more than a certain amount of replies. That means that if I leave a nodes' number of responses under that amount, I have total control over the responses the Player can give, and if I want to randomize, I can just add nodes that would push it into the random category so to speak.
2. As a related and somehow less important question, would it be possible to shuffle the first 4 shown buttons but make it so button 5 is always the same action or answer? Maybe button five is always the 'run away' reply or the 'punch him' reply or the 'check your oponent and see how much determination he has left' reply.
Basically I want one correct node to be included each time, but to vary the position of that node each time. Also, I would like a ‘fixed position’ node each time, to include an action the player can take each time clicking the same position.
Do you think that is possible with the script you made? If there is a different kind of solution for this (In the above post you mentioned: ''Another approach is to use the Conditions field on the responses. '') I am very interested to hear it. How would you do that?
Sorry for being so wordy, I know it is probably not good form to make you read all that. Thanks so much for the great work already, I am excited to be using the tool you created! I'll write you guys the great asset store review your product deserves.
Keiji.
I purchased the Dialogue System several weeks ago and (after doing a bunch of other work for my project) after reading the manual and some of the forum I am finally getting into the depth of it. I must say the good reviews that lead me to purchase weren’t exaggerating. The System does many things I thought I would have to implement myself. I am making a game about talking, so the core mechanic of the game will be conversations, but as a kind of battle of wits in an rpg type round based system. I was going to first just use the Dialogue System as a solution for the NPC conversations outside of the 'battle system' and make that myself, but I was very pleased to find that what you've built seems perfectly capable of delivering most of the whole round based conversation system, including variables for health and energy and timed replies.
Here are my two questions: I found your random answers script which you shared here, which solves many of the many of the features I was looking for:
https://pixelcrushers.com/phpbb/viewtop ... 271#p12271
1. How would you modify that script so 1 among the ten optional nodes becomes included every time randomly among the first four buttons?
Let’s say I write a node for something an npc says, which links to ten possible player answers in my dialogue tab. Since I am only using 5 Buttons in my UI, they would show a slightly different set each time, after your script shuffles the replies. But how do I make sure that at least one of the answers going to my 'correct' part of the conversation is included each time among those first 5 Buttons?
I love the way your script only randomizes nodes that lead to more than a certain amount of replies. That means that if I leave a nodes' number of responses under that amount, I have total control over the responses the Player can give, and if I want to randomize, I can just add nodes that would push it into the random category so to speak.
2. As a related and somehow less important question, would it be possible to shuffle the first 4 shown buttons but make it so button 5 is always the same action or answer? Maybe button five is always the 'run away' reply or the 'punch him' reply or the 'check your oponent and see how much determination he has left' reply.
Basically I want one correct node to be included each time, but to vary the position of that node each time. Also, I would like a ‘fixed position’ node each time, to include an action the player can take each time clicking the same position.
Do you think that is possible with the script you made? If there is a different kind of solution for this (In the above post you mentioned: ''Another approach is to use the Conditions field on the responses. '') I am very interested to hear it. How would you do that?
Sorry for being so wordy, I know it is probably not good form to make you read all that. Thanks so much for the great work already, I am excited to be using the tool you created! I'll write you guys the great asset store review your product deserves.
Keiji.