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WORKING ON THE NPCs

The next thing I’m working on is building the very simple NPC interactions for completing a quest. To complete a quest, you go to the NPC who requested the quest. So I need to program the NPCs to know if the player has an active quest from them.

Originally, I had a few options I was thinking of, that mainly involved the NPC event having a few conditional switches in place to check if they had an active quest and so forth, but I knew this would make a very messy even page, and/or connection of event pages.

Then I looked at the left in the editor and realized they had a built in conditions checking for issues like these:

Accept, do you see the issue? To check if the villager asking is that NPC I need to check if q1 villager asking is = 6 (that npcs id number) however, the default settings check if it’s that number or HIGHER.

Seriously? Seriously!?

So I went plugin searching cause I’m sure someone had made a remedy for this and expanded the event conditions.

Enter Hime’s Custom Page Conditions!

And voi la!

Now I can set any page condition I want for the NPCs!

I should probably get back to working on Reel Dream but this has been going so well I don’ want to stop working on it.

Flavor text! So, considering there are only so few characters, and you might do a lot of quests for them, I didn’t want the interactions to get too repetitive so I decided to do some simple change up of their potential text

All that I’ve done here is just some array and random math work:

WORKING ON THE NPCs

The next thing I’m working on is building the very simple NPC interactions for completing a quest. To complete a quest, you go to the NPC who requested the quest. So I need to program the NPCs to know if the player has an active quest from them.

Originally, I had a few options I was thinking of, that mainly involved the NPC event having a few conditional switches in place to check if they had an active quest and so forth, but I knew this would make a very messy even page, and/or connection of event pages.

Then I looked at the left in the editor and realized they had a built in conditions checking for issues like these:

Accept, do you see the issue? To check if the villager asking is that NPC I need to check if q1 villager asking is = 6 (that npcs id number) however, the default settings check if it’s that number or HIGHER.

Seriously? Seriously!?

So I went plugin searching cause I’m sure someone had made a remedy for this and expanded the event conditions.

Enter Hime’s Custom Page Conditions!

And voi la!

Now I can set any page condition I want for the NPCs!

I should probably get back to working on Reel Dream but this has been going so well I don’ want to stop working on it.

Flavor text! So, considering there are only so few characters, and you might do a lot of quests for them, I didn’t want the interactions to get too repetitive so I decided to do some simple change up of their potential text

All that I’ve done here is just some array and random math work:

One variable is set to an array of potential sentences, while another variable has a function to choose one of those potential sentences. Then I just include said variable into the text box and done! The NPC won’t say the same exact thing all the time!

He’ll just mean the same exact thing all the time.

Okay, so after making things work that you get gold and this lil notification window pops up saying you got gold for completing the quest I went ahead and copied over my friendship system from Reel Dream into this game, rearranging it to fit around the Common Events and variables I already had. And this is how far I got:

The friendship indicator is temporary as it’s the icons from Reel Dream, and it needs its placement adjusted, but I had done two quests for this guy which, with my basic testing numbers to add to his friendship points, got him to level 2. Obviously the numbers you earn in the final game will be more balanced so that you have to do more quests to gain a star, but it’s working!.

I still have to copy and adjust the code for it his active code isn’t Quest 1 but is in a different slot, but this is working really well. Once I have all the basic Functions done, I’ll copy him a bunch of times to make templates for the other NPCs. Then, when I copy the template to an official location, I’ll customize the NPC from there with its own random sayings and such.

Made it’s own heart meter, added a plugin to auto add name tag according to faceset picture and ta da!


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<< Rapunzel’s Flower Dev Log: Part 23Rapunzel’s Flower Dev Log: Part 25 >>

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