Name of "Script": Making First Greetings differ from following dialogue and
Getting NPC ('henchman') to Join Your Character
‘Text Appears When” sometimes looks for “Actions Taken” with the SAME NAME to
tell it what to do when it sees that text.
To make the FIRST GREETING different from following dialogue, you must use the
“Text Appears When” and the “Actions Taken” commands.
1.) The dialogue with the “Text Appears When” command must come AFTER the
“Actions Taken” dialogue in the dialogue tree. Both must be a separate ‘node’,
meaning each dialogue must be ‘added’ (Using the Add icon) directly from the
‘Root’, meaning the ‘Root’ icon must be highlighted when you click on the Add
icon.
SAMPLE -
*ROOT
NPC: Back again <FirstName>? (Comment – This ‘node’ would get the ‘Text Appears
When’ command, so that it will look for the ‘actions taken’ command. The reason
for this is so that this text will now appear INSTEAD OF the very first greeting
dialogue. Use ‘nFirstTimeTalked’, for example (you really can name it anything),
under the ‘variable’ radio button from the wizard (hat icon) – you must add a
‘value’ that will return ‘TRUE’, so put a ‘1’ in the right hand bottom box, then
“Add” and “Next” and name your file ‘sc_muriel01’, for example (you really can
name it anything, this ‘sc_’ just helps it categorize for your future reference,
as does the ‘01’ at the end of the word), then press “Finish”.)
--- > PC: Yes, hi again.
NPC: Greetings, who are you? (Comment – This ‘node’ will get the ‘Actions Taken’
command, so that it will instruct the ‘text appears when’ command what to do.
The reason for this is so that this text will NOT appear again AFTER the initial
greeting to the PC. Follow the SAME PATTERN with SAME NAME as above, like so:
Use ‘nFirstTimeTalked’, for example (you really can name it anything), under the
‘variable’ radio button from the wizard (hat icon) – you must add a ‘value’ that
will return ‘TRUE’, so put a ‘1’ in the right hand bottom box, then “Add” and
“Next” and name your file ‘at_muriel01’, for example (you really can name it
anything, this ‘at_’ just helps it categorize for your future reference, as does
the ‘01’ at the end of the word), then press “Finish”.)
--- > PC: I’m <FullName>. Nice to meet you.
To get a ‘henchman’ (any NPC with the capability to join you in your adventure)
to join you.
1.) You need a ‘Text Appears When’ command, such as using the wizard (little hat
icon) to tell the ‘text’ to look for an item in the PC’s inventory, or stepping
over a ‘trigger’ on the ground, for example. Now this ‘text appears when’
command will look for an ‘actions taken command’ of the SAME NAME.
SAMPLE –
PC: I found the ring! (Comment – This ‘node gets the ‘Text Appears When’
command, this time it will look for the ‘item tag’ or the ‘trigger tag’. A
command such as: it_murielring (‘it_’ is for “item tag” – a tactic the
gamemakers used to categorize different ‘tags’, but you could just make the tag
‘mring’, or whatever, just so whatever you call it will use that SAME NAME on
the ‘item’ or ‘trigger’ (for example) that you’ve created to make this ‘text’
show up.)
NPC: Great, I’ll join you now! (Comment – The easiest ‘Actions Taken’ this needs
to have in this instance is nw_ch_join, from the drop down arrows. This command
didn’t look for a ‘text appears when’ command. Instead, it followed the ‘node’
that looked for the ‘text appears when’ command – which in this case was looking
for an item in the PC’s inventory.)
2.) Now the problem is that the ‘henchman’ will ‘join’ you, meaning he will
agree, and will show up on your portraits, because he is now ‘in your party’,
but he won’t follow you or anything until and unless you have HIS/HER character
‘Properties’ in their ‘Scripts’ part set up like so:
ON BLOCKED: nw_ch-ace
ON COMBAT ROUND END: nw_ch_ac3
ON CONVERSATION: nw_ch_ac4
ON DAMAGED: nw_ch_ac6
ON DEATH: nw_ch_ac7
ON DISTURBED: nw_ch_ac8
ON HEARTBEAT: nw_ch_ac1
ON PERCEPTION: nw_ch_ac2
ON PHYSICAL ATTACKED: nw_ch_ac5
ON RESTED: nw_ch_aca
ON SPAWN: nw_ch_ac9
ON SPELL CAST: nw_ch_acb
ON USER DEFINED: nw_ch_acd
You can leave the ‘OnDisturbed’ and the ‘OnRest’ blank if you want to. Now your
henchman will function properly.
3.) To change the ‘henchman’s conversation AFTER they’ve joined you:
a.) Highlight the first line of dialogue you want the ‘henchman’ to say to you
AFTER they’ve joined you.
b.) ‘Text Appears When’ command: The easiest way is to use the drop down arrow
and put in ‘nw_ch_tactics2’
c.) ‘Actions Taken’ command can be to remove the ‘henchman’ from your party, for
example, attached to a line of dialogue such as “I’d like to travel alone for
now”, in which case the easiest command for that is the drop down arrow
‘nw_ch_remove’
i. or it could be telling your henchman to ‘level up’, using the drop down arrow
‘nw_ch_check_38
d.) You may want your henchman’s tactics to change. If so, you need a ‘Text
Appears When’ and an ‘Actions Taken’ command again. For example:
i. Your line of dialogue to your henchman may be, “Use melee weapons”
1. You need ‘Text Appears When’ (drop down arrow) nw_ch_comrange
ii. Your line of dialogue to henchman may be, “Use ranged weapons”
1. “Text Appears When” (drop down arrow) nw_ch_goranged
iii. If you need the henchman to stay close – Dialogue “Stay close”
1. “Actions Taken” (drop down arrow) nw_ch_nw_ch_dist_6
iv. Heal command change- Dialogue “Heal me when I’m wounded” (heals when your
PC’s health drops below 75%)
1. “Actions Taken” (drop down arrow) nw_ch_heal_75
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Do unto others as you would have them do unto you.