Yami RPG Editor

Yami RPG Editor

Lato Sep 15, 2023 @ 5:42am
How to stop party members from saying the same thing in default setup?
When you first talk to a party npc you ask them to join you. However then you can just be fighting mobs and then miss click on one of them and then they will say the same thing when you first met then and then ask if you want to kick them out.

Do I just delete the "If party member is in party show choice kick out"? Or maybe the better question is just how to turn off and on the chat system cause it makes no since to interrupt combat every 5 sec to talk to a party member.
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Mr. Von Grimmsy Sep 15, 2023 @ 7:57am 
Originally posted by Lato:
When you first talk to a party npc you ask them to join you. However then you can just be fighting mobs and then miss click on one of them and then they will say the same thing when you first met then and then ask if you want to kick them out.

Do I just delete the "If party member is in party show choice kick out"? Or maybe the better question is just how to turn off and on the chat system cause it makes no since to interrupt combat every 5 sec to talk to a party member.
Hey there! I haven't messed around with this particular issue, but I am pretty sure it could be addressed by modifying (or straight deleting) the 'Talk' event on the actor file of the character(s) in question.

That's the event that is being activated when clicking on them, so that should also be the one to prevent problems with the same.

Alternatively (and to retain functionality), you could possibly run a check within the 'Talk' event to see if the actor is in the party (at the top, before any other commands are executed), and then set a 'Stop Event' command immediately after if they are (perhaps nesting the remaining event commands in an 'Else...' statement, so they fire off as they should otherwise), but I haven't tested it myself to see if there are any hiccups; in theory, it should work though!

Let me know if you get a chance to try either of these, hopefully they prove helpful! :steamthumbsup::p03:
Last edited by Mr. Von Grimmsy; Sep 15, 2023 @ 7:59am
Mr. Von Grimmsy Sep 17, 2023 @ 7:48pm 
Originally posted by Lato:
*initial query*
Hey again, Lato!

Just wondering if you had a chance to try the above solution, and whether it bore any fruit?

When you get a chance, please let me know if it worked/didn't, and I'll mark this thread as answered so it can possibly benefit others - thanks! :p03:
Last edited by Mr. Von Grimmsy; Sep 17, 2023 @ 7:50pm
Lato Sep 18, 2023 @ 8:25am 
Originally posted by Mr. Von Grimmsy:
Originally posted by Lato:
*initial query*
Hey again, Lato!

Just wondering if you had a chance to try the above solution, and whether it bore any fruit?

When you get a chance, please let me know if it worked/didn't, and I'll mark this thread as answered so it can possibly benefit others - thanks! :p03:

Yes just add in "Dialogue system" and then check disable.
Now there will not be anymore random stops in the middle of battle. You can still add in all the story text before that.

And I assume on a new map/scene you can just turn it back on for new story text like a normal game but this is just more needle in a haystack stuff. Glad I found it but this is not good for game development.
Mr. Von Grimmsy Sep 18, 2023 @ 8:34am 
Well another way to do it may be to nest the 'story text' in different events?

That way you can just have it be called if an Actor isn't present in the team, or have it be ignored it they are.

Basically, you'd go into the Talk event, then have it perform the check we discussed before. This time though, instead of just continuing or disabling the dialogue system, you could set a Call Event command pointing to a series of text/dialogue events you set up elsewhere as individual Event files.

Doing it this way would allow you to make tweaks to the Event file itself as needed instead of needing to track down which Actor file a change was made in. (...and realistically, this logic can and should be extended to other facets of your project, instead of setting up events on a per-actor basis)

You could easily set up a 'Recruit' event this way too! :p03:
Last edited by Mr. Von Grimmsy; Sep 18, 2023 @ 8:35am
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