GreenBanana
Member
I am looking for a simple standalone, NON-SDK script.
My proposed script may fit in with the "Battle Add-ons" category. This is a "Battle Dialogue" script. Maybe that's not the best name for it, but it's the first one that came to mind.
My proposed script is to implement a system of character dialogue during battle. These messages occur automatically and disappear on their own without delaying battle. The idea is to have a character or enemy speak a line of dialogue throughout the battle. This can occur on such instances as:
The messages can be randomly chosen from a set of possible messages. The messages do NOT need to be displayed at every possible event. I made up some poorly photoshopped mock-up images to give you an idea of what this would look like, potentially:
Mock-up Screenshot [1] | [2] | [3] | [4] | [5] | [6]
This system is intended for the Default Battle System, though I guess technically if you cared you could possibly implement it in your compatibility-issue alternative battle systems! ^_^
It sounds like parts of this could be complicated, and it could be overall tedious. For having an array of dialogues to be randomly selected, what I'm envisioning is probably something like MoMo's Bestiary where you can read information on enemies. After all, I'm pretty sure that what dialogue is written should be user-created, so that the person making the game can decide what dialogue is appropriate and relevant. A character that's made of bacon for instance could have bacon-y dialogue, and what not. The ideal I suppose would be simplicity and no dependency issues, and also without screwing up what's already there too badly.
I DID find a script that sounded similarly to what this was, but after reviewing and testing that one I found it was not exactly what I was looking for.
In the meantime, here are some more examples of situations in which this can be used:
Basil uses a Potion on Aluxes.
Basil: "Never fear! I purchased this with YOUR money!"
The entire hero party is defeated.
Aluxes: "Now we'll never get to see the next plot point."
Preparing actions for the next turn.
Hilda: "Does this staff make my butt look big?"
And so on and so forth. Ideally, it'd be neat if the dialogue could be given variety in the sense that characters could even react to what was occurring in battle.
The party's overall HP is at a low percentage.
Gloria: "Oh, my, we're not very good, now are we?"
Basil is Poisoned.
Basil: "I hafta go barfies again!"
My proposed script may fit in with the "Battle Add-ons" category. This is a "Battle Dialogue" script. Maybe that's not the best name for it, but it's the first one that came to mind.
My proposed script is to implement a system of character dialogue during battle. These messages occur automatically and disappear on their own without delaying battle. The idea is to have a character or enemy speak a line of dialogue throughout the battle. This can occur on such instances as:
- A dialogue displays while choosing actions at the start of a turn.
- Whenever a character/enemy attacks, uses a skill, uses an item, defends, is damaged, defeats an enemy, is defeated, runs away, or is victorious.
The messages can be randomly chosen from a set of possible messages. The messages do NOT need to be displayed at every possible event. I made up some poorly photoshopped mock-up images to give you an idea of what this would look like, potentially:
Mock-up Screenshot [1] | [2] | [3] | [4] | [5] | [6]
This system is intended for the Default Battle System, though I guess technically if you cared you could possibly implement it in your compatibility-issue alternative battle systems! ^_^
It sounds like parts of this could be complicated, and it could be overall tedious. For having an array of dialogues to be randomly selected, what I'm envisioning is probably something like MoMo's Bestiary where you can read information on enemies. After all, I'm pretty sure that what dialogue is written should be user-created, so that the person making the game can decide what dialogue is appropriate and relevant. A character that's made of bacon for instance could have bacon-y dialogue, and what not. The ideal I suppose would be simplicity and no dependency issues, and also without screwing up what's already there too badly.
I DID find a script that sounded similarly to what this was, but after reviewing and testing that one I found it was not exactly what I was looking for.
In the meantime, here are some more examples of situations in which this can be used:
Basil uses a Potion on Aluxes.
Basil: "Never fear! I purchased this with YOUR money!"
The entire hero party is defeated.
Aluxes: "Now we'll never get to see the next plot point."
Preparing actions for the next turn.
Hilda: "Does this staff make my butt look big?"
And so on and so forth. Ideally, it'd be neat if the dialogue could be given variety in the sense that characters could even react to what was occurring in battle.
The party's overall HP is at a low percentage.
Gloria: "Oh, my, we're not very good, now are we?"
Basil is Poisoned.
Basil: "I hafta go barfies again!"