Dialogue Pool

CallMeKerrigan

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I'm using the Yanfly messaging system to have names appear on text boxes, and I also have a face specific to every NPC.

What I wanted to do was have 10 personality types and 10 sub personality types so the dialogue and trait of every NPC is randomized at the beginning of the game.

I was going to put the pool of dialogue in common events. For example, common event 1: personality type sweet, with dialogue options 1-12 randomized with a variable, and then the specific NPC event would call on the common event and pull one of the text boxes to say it to the player.

I don't have any problem with that, it's just that by doing that I wouldn't be able to put the characters face or name on the text box. And I have 60 NPC's, so id have to put conditional branches for 6,000 types of text boxes with faces and names which isn't practical.

I was wondering if there was a way for a specific text box to call on a pool of dialogue within the text box instead of calling on an actual text box, so the face and name can remain above the text box.
 

Andar

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You might get something like this with a combination of SES External text and script calls.

The external text script redirects the show text to load its data from an external text file, and it uses keys to identify which text goes where.
Those keys are nothing like text strings, and ruby can manipulate text strings.

You'll need a series of keys that are constructed from a main part and a sub part, use a script call to calculate and combine the parts to a call (that could be done in the common event) and then use the constructed key inside the show text to redirect it to the correct sentence to be displayed.

It is still a bit tricky, but it will work that way - and it is unlikely that someone writes a new script for Ace now as most scripters moved on to MV.
Search for the SES external text - that script is posted on this forum and was popular for its multilanguage option, so it should be easy to find

[move]Ace Script Request[/move]
 

Rhaeami

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Another possibility is to do the faces using Yanfly's message system to display the face graphic through \-command, wherein you can reference a variable that you use to store the proper file name based on the NPC you're talking to before calling the common event.

EDIT: I was mistaken, the closest command that script adds is \af[x], which displays the face graphic of a given actor ID. This is even easier though - you can have a variety of dummy actors with the faces you want, and set the face for a given conversation equal to the appropriate actor ID. :kaohi:
 

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