test content
What is the Arc Client?
Install Arc

What is the code to have the NPC say the player's name?

celticgamer0celticgamer0 Member Posts: 537 Arc User
Is it [Nickname]? Working on a foundry that could use that touch. :)

{Edit} I figured it out :)
Post edited by Unknown User on

Comments

  • klkcahboy90klkcahboy90 Member Posts: 340 Arc User
    edited May 2014
    Is it [Nickname]? Working on a foundry that could use that touch. :)

    {Edit} I figured it out :)

    Hey, do note that it only works for NPC's text and not player's text.

    In other words, if the player's name is X,

    you can get the NPC to say, "Hi, X." by typing "Hi, [Nickname]"

    but you cannot get the player to say, "My name is X." by typing "My name is [Nickname]." in the player's conversation choices.
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited May 2014
    Hey, do note that it only works for NPC's text and not player's text.

    In other words, if the player's name is X,

    you can get the NPC to say, "Hi, X." by typing "Hi, [Nickname]"

    but you cannot get the player to say, "My name is X." by typing "My name is [Nickname]." in the player's conversation choices.

    Yes, this has always been the case all the way back in Star Trek Online, too.

    So here's a new-author tip for introductions of your player to an NPC:

    1: The players' identity is rumor and previously known, have the NPC state something like:
    "Are you the famous/rumored/renowned/legendary [nickname] we've heard so much about?"

    2: Have the player state their name like this:
    NPC: "Who are you, friend?" - player response choice: "State your name"
    NPC: "[nickname]? Well met, [nickname], I am NPC of the most high. I need your help with..."

    It's just a matter of creative thinking. :)

    In Star Trek Online you can also use the character's Starship name, It would be awesome if Neverwinter would support classes titles with something like [class]. I can think of several ways to use such, like the NPC saying "I'm not sure we could use a [class], but any help is appreciated" and so on.
  • branwentheravenbranwentheraven Member Posts: 0 Arc User
    edited May 2014
    In Star Trek Online you can also use the character's Starship name, It would be awesome if Neverwinter would support classes titles with something like [class]. I can think of several ways to use such, like the NPC saying "I'm not sure we could use a [class], but any help is appreciated" and so on.

    Well you can work around it using the "Skill required" option since each class has a unique skill and from what I can tell skill kits don't affect the dialogue options. Just you'd have to either do the same response repeatedly selecting different skill requirements for each one or have slightly different dialogue leading to each NPC response dependent on class.
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited May 2014
    Well you can work around it using the "Skill required" option since each class has a unique skill and from what I can tell skill kits don't affect the dialogue options. Just you'd have to either do the same response repeatedly selecting different skill requirements for each one or have slightly different dialogue leading to each NPC response dependent on class.

    Yes, I am aware of this, but it also inflates asset requirement by a factor of five (I'm not sure if HR is registered as an individual class or not as it uses a lot of TR gear, etc.): If I want to tell a story that is tailored in parts to a specific class then I have to create the same NPC five times; one for each class who has dialog for that specific class and then create all the "appear when"/"disappear when" options, not to mention the same dialog trees five times over, with subtle changes based on the class I'm writing for with that dialog.

    And since some of my individual dialog trees could make Cryptic Story Writers dizzy, I'm not so sure I really want to do that. And doing it this way would kill my budgets exponentially so I'd have to create really short quests (or the cliche pew-pew types). :)
  • branwentheravenbranwentheraven Member Posts: 0 Arc User
    edited May 2014
    Yes, I am aware of this, but it also inflates asset requirement by a factor of five (I'm not sure if HR is registered as an individual class or not as it uses a lot of TR gear, etc.): If I want to tell a story that is tailored in parts to a specific class then I have to create the same NPC five times; one for each class who has dialog for that specific class and then create all the "appear when"/"disappear when" options, not to mention the same dialog trees five times over, with subtle changes based on the class I'm writing for with that dialog.

    And since some of my individual dialog trees could make Cryptic Story Writers dizzy, I'm not so sure I really want to do that. And doing it this way would kill my budgets exponentially so I'd have to create really short quests (or the cliche pew-pew types). :)


    -blink- Um....you don't have to create the same NPC five times, you just create one NPC with a basic greeting then in the five responses select "Skill required" on the responses and make sure you get the right skill correlated to the class. Each response spawns will lead to a separate path for specific classes and you can link anything for the quest that isn't class specific if you write it so after a certain point in the conversation everything comes back together. Your dialogue tree will be complex as Yggdrasil but you'd only need one NPC.
    So no need for a bunch of different NPC's just really complex dialogue trees.

    And HR use the Nature skill, we are a separate class even if all our gear looks a lot like TR cus we're both lightweight classes that focus on being able to move as our primary defense. (My main character's HR.)
  • angryspriteangrysprite Member Posts: 4,982 Arc User
    edited May 2014
    e right skill correlated to the class. Each response spawns will lead to a separate path for specific classes

    Have you *ever* actually done this? It's the sloppiest-looking NPC dialog you can create.

    ALL options will show to the player, those that are for another class will simply be grayed-out with the message (You do not have this skill) or something to that effect. I am anal for perfection. When I see these kinds of dialogs I just shake my head at it and think: 'hobbyist at best".

    If you want your quest to actually look *good* - you'd do it the five-NPC way. Or you can just settle for "good enough". I can't speak for others, but for me that's unacceptable. Nevertheless, the thread is becoming side-tracked. So be it that the OP's answer has been found. I'll leave it at that.
  • eldartheldarth Member Posts: 4,494 Arc User
    edited May 2014
    Have you *ever* actually done this? It's the sloppiest-looking NPC dialog you can create.

    ALL options will show to the player, those that are for another class will simply be grayed-out with the message (You do not have this skill) or something to that effect. I am anal for perfection. When I see these kinds of dialogs I just shake my head at it and think: 'hobbyist at best".

    Bwahaha. roflmao. You think the players actually "read" dialog. That's cute.

    But in reality, I totally agree -- I've got a bug entry that dialogs should not even show responses that can't be entered.
  • branwentheravenbranwentheraven Member Posts: 0 Arc User
    edited May 2014
    Have you *ever* actually done this? It's the sloppiest-looking NPC dialog you can create.

    ALL options will show to the player, those that are for another class will simply be grayed-out with the message (You do not have this skill) or something to that effect. I am anal for perfection. When I see these kinds of dialogs I just shake my head at it and think: 'hobbyist at best".

    If you want your quest to actually look *good* - you'd do it the five-NPC way. Or you can just settle for "good enough". I can't speak for others, but for me that's unacceptable. Nevertheless, the thread is becoming side-tracked. So be it that the OP's answer has been found. I'll leave it at that.

    However your complaint was having 5 NPC's not ugly dialogue so I explained what I was talking about since your response didn't indicate that you were aware that there was a "select skill" option in the dialogue, sorry I explained my point further.

    Edit:
    I don't actually find the multiple dialogue choices to be ugly...and I very much doubt that a lot of players are actually bothered by them, especially since the type of quest which would have multiple dialogue paths are the types that attract players for the story not how pretty it is.

    I cut out the part of this post which was me losing my temper for the way that I perceived angrysprite to have been using a dismissive and patronizing tone towards me. As I doubt they actually meant to be insulting.
    My apologies for losing my temper.
Sign In or Register to comment.