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Basics of a dynamic character:

derpdedoderpdedo Member Posts: 62 Arc User
edited October 2013 in The Foundry
Basics of a dynamic character:
The original idea was to use programming to alter how a NPC reacts to the player; unfortunately the code isn’t available to support this. I have found a work around to obtain the same result. This does take some planning, depending on how deep you want to go. The following is a simple story I was going to use in my ongoing Foundry (OCD). For this write up, I will use only a single step.

Warning: This method is not compatible with the current quest tracking system at the time of this writing.

The target NPC (Grubby the Imp) has a key you may need later on. Using his dialog tree as a trigger, you can obtain one of 3 versions of this key.

Key 1 (the good key) will spawn if you go out of your way to get him something (originaly Pirate eye patch), Key 2 (the neutral Key) will spawn if you just talk him into it, and Key 3 (the bad Key) if you bully him into giving it up.

Now you have to program 3 versions of Grubby for every time you want to use him using the Key as the trigger for him to appear. Not helping him in the beginning will cause him not to appear.

Using him in a dungeon I was going to have the good version give you information that could help you. The neutral version could simply wish you luck after talking with him. The bad version would let you know where to find an ancient amulet of great value… which of course is a trigger that allows undead to appear at every turn along the way… (I think he holds a grudge….)

Now at the end when you meet the boss, the good version could be there with some friends to help you with the fight, the neutral is there only to take a photo of the event, and the bad one… well he has a few friends that just may jump you during the final fight…

I decided not to use poor Grubby because at every meeting, I was going to let the player the option to change out the key for a different one, causing more version of Grubby to be written, which for me I ended up 60+ possible versions that needed to be programmed at the final fight. However 1 or 2 steps with the proper planning could make for an interesting story twist.

Enjoy
[SIGPIC][/SIGPIC]
Post edited by derpdedo on

Comments

  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited October 2013
    You could also conditionate which one appears based on dialogue, you have 3 npc's that look the same and are standing next to eachother, and each one appearing when a certain dialogue is reached (those dialogues would be shown after the player chooses certain specific replies)
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  • derpdedoderpdedo Member Posts: 62 Arc User
    edited October 2013
    reiwulf wrote: »
    You could also conditionate which one appears based on dialogue, you have 3 npc's that look the same and are standing next to eachother, and each one appearing when a certain dialogue is reached (those dialogues would be shown after the player chooses certain specific replies)

    If you stay in the same map yes, however I needed something that would work from Map to Map. (16 total for me)

    I forgot to add that at the end of all the programing and testing you have to rename all the keys with the same name. keeps the player on their toes ;)
    [SIGPIC][/SIGPIC]
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