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[SUGGESTION]Wolf's Suggestions #1

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Wolf4141 opened this issue May 18, 2012 · 4 comments
Closed

[SUGGESTION]Wolf's Suggestions #1

Wolf4141 opened this issue May 18, 2012 · 4 comments
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@Wolf4141
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Hello, heres a few ideas i've thought up while thinking about Denizens.

The first would be global variables. An easy way to link quests together, each person could be assigned the "fisherQuestSteps" variable. It would start at 0 ( or 1 ) and when you talk to fisherman 1 he will tell you to talk to fisherman 2. When he does this, the global variable is increased to 1 (or 2) and you can talk to fisherman 2 who tells you to go back to fisherman 1 and tell him something. This is just an example, it would provide a lot of extra things.

The second is really an issue i've been having. Say I want it so when the player greets an npc, the npc greets him back. The problem is, i'm simply not interested in making 5000 steps for every type of greeting and having it written for every npc I make. Instead, i'd like to make a custom trigger (perhaps in a seperate .yml?) that will activate if any of those greetings are used. Then on my scripts page I could just say TriggerChat: "GREET":, making my whole life a lot simplier. And it would be re-usable.

The final thing would be randoms, which I suspect was already being considered. Mostly to have an npc have more life by chatting "hi" OR "hello" OR "Hey, how are you".

@aufdemrand
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Awesome suggestions.

  1. I plan to handle this with a MEMORY command/requirement. You'll be able to put 'variables' in either the Denizen's or Player's memory and recall them later. This will be very soon, but I'm still figuring out exactly the best way to do them.

  2. I heard your message loud and clear... I think I have an idea. What would you think about this format for a chat trigger?
    Trigger: /Hello;Hi;Greetings;Hola/ Mr. Denizen!
    Any of the words in the trigger //'s would execute the chat script, and the output would reflect the word you used.
    I would like to stay away from having unnecessary YML files, do you think this would work?

  3. I will consider this. It's a good idea, I would just need to find the best way to handle it. I've thought about using a command, such as:

RANDOM 3
CHAT Random message 1;
GIVE GOLD_NUGGET 3;
CHAT Random message 3;
LOOK CLOSE

RANDOM will use one of the next # of lines. He could chat, or give gold nuggets.

What are your thoughts?

@Wolf4141
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I think all your thoughts address my issues very well. Great ideas, looking forward to seeing them in action :D

The RANDOM is great, so simple to use I think.

There might already be a way I've overlooked, but is there a way to do AND in chat triggers too? Such as say hi AND how are you? But you can say anything in between (Hi Denizen, how are you) would work) It wouldn't be as useful, but it might be nice in some situations. The other thing is an anything, if the player chats anything to t he NPC, do this. I tried Trigger: // and Trigger :/ / but it didn't seem to work. Then again I only tried it once so maybe I made a mistake.

The MEMORY command/requirement seems like a good solution too. Personally, I like multiple YMLs but I can see why it could become crowded if you add them all over the place.

@Wolf4141
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I hate to keep piling suggestions, but when I get an idea in my head, I've got to say it :)

This wouldn't really apply until/unless you get regular RANDOMS done. Its a RandomDay (%Change) requirement. Everyday, there should be an X% chance for this script to activate. The reasoning behind this requirement is to make NPCs give quests sometimes, but randomly. For example, an npc wants three fish. Well you give him three fish, and he needs three more again immediately? Also, it should automatically cancel the script for the day when FINISH is called or the next day starts. I'm not sure how likely this would be, I've a little knowledge of JAVA and it seems a little trickier than the other things, but just something I thought up :D

@ghost ghost assigned aufdemrand Jun 18, 2012
@Jeebiss
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Jeebiss commented Feb 20, 2013

(cleaning up, and closing old issues)

It seems all of your suggestions have been added at this point.

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