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Random Encounter Dialogue

Hey guys!

I'm interested in making, thowards my project, a dialogue between characters that occurs during random battles. What I mean by this is, I want the players to be walking around, and, suddenly, when a random encounter occurs, in the encounter screen, I want a dialogue to occur between the party members presented in battle.

What I thought of doing was creating two events in each map where this would happen.
  • First Event:In Paralel Process, I would put a condition that would tell me: "When a battle occurs, it will add +1 to X Variable
  • Second Event: In Paralel Process, I would put a condition that would tell me: "When constant of X Variable is equal to Y, Z message will appear during combat." Also, in the handling, I would repeat this condition with a different Y to make different dialogues.

The problem with this is that I cannot make the First Event. Can anyone help me?

Thanks!  :wink:
 
This is easier than you're making it.  In the troop screen, you can add an event during a battle.  Just set the condition to Turn 0 and put the text in to make it appear when a battle starts.

~Guardian1239
 
Yes, but, that way, only some battles will have dialogue and it will anways be the same. I also wan't to have continuity... like, for example:

You walking and fight abour 2 random battles... at the Third battle, one characters talks about his feelings or something, and the other responds with a quick sentences. Two or three battles later, the other character responds better to his remark, thus, makind a dialogue between random battles, but with breaks. Get it now?
 
Just add a another step to what Guardian suggested, and call your common event when each battle starts. Control your logic in the common event, or out on the map in other events.

Be Well
 
Or you can add a variable with each battle, then make conditional branches for when the variable reaches a certain point.  You'd also have to implement switches for after it's said once so it doesn't repeat during every battle after.

~Guardian1239
 
If you want a chance for the message to appear, use:
Code:
@>Control Variables: [0001: Random] = Random No. (1...5)
@>Conditional Branch: Variable [0001: Random] = 1
   @>Show Text
 : End Processing

This way, there's a 1/5 (20%) chance that the message will appear.
 
Or you can add a variable with each battle, then make conditional branches for when the variable reaches a certain point.  You'd also have to implement switches for after it's said once so it doesn't repeat during every battle after.

Yes, that is what I thought of doing. Though, how do I add a variable constant with each battle?
 
NunoAle":1zo2qvjs said:
for example:

You walking and fight abour 2 random battles... at the Third battle, one characters talks about his feelings or something, and the other responds with a quick sentences. Two or three battles later, the other character responds better to his remark, thus, makind a dialogue between random battles, but with breaks. Get it now?

Have every battle call your common event. The common event looks like:
Code:
Control Variables: [0001: Battle Count] += 1        # gets incremented with every battle
Conditional Branch: Variable [0001: Battle Count] == 3
    your first dialogue
 : Branch End
Conditional Branch: Variable [0001: Battle Count] == 5
    your next dialogue
 : Branch End
Conditional Branch: Variable [0001: Battle Count] == 11    #  use as many of these as you need
    your next dialogue
 : Branch End

Be Well
 

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