Galv 1,387 Posted October 22, 2012 (edited) Emotional Responses - Version 1.1 Galv Introduction This is kind of gimmicky and I don't know if anyone will ever use this, but thought I'd share anyway. It was more for trying to get more experience anyway Features A gimmicky graphic menu with 4 responses (by default they are: angry, sad, happy, none. These can be changed easily.). Call this menu whenever you want the player to make an emotional response. Use conditional branches to determine what happens depending on the selection. Each time one of the four responses is selected, it records the number against the actor that is leading the party so you can check how many times each actor has selected each emotion. Using this data, you could make NPCs respond differently depending on how happy or how sad the party members are. The demo includes examples of using it in conditional branches. Screenshot How to Use Place script under Materials and above Main. Read script instructions for script calls to use. The demo shows how to use the emotional response counts in conditional branches. Script Get it here FAQ None yet. Credit and Thanks - Galv Author's Notes You could achieve this with show choices and billions of variables. But I thought I'd make the system easier and more interesting. Edited October 22, 2012 by Galv 1 Share this post Link to post Share on other sites
dbchest2 11 Posted October 22, 2012 (edited) oh haha, this is really neat. i like that since you're scripting this you have the option to gray out the back for choice selection. nice aesthetic for this. Edited October 22, 2012 by dbchest Share this post Link to post Share on other sites
Sana 6 Posted October 22, 2012 Hey, did you take this from Golden Sun: Dark Dawn? Nice~ Share this post Link to post Share on other sites
Galv 1,387 Posted October 22, 2012 I haven't played that haha... I was actually trying to create a Shining Force style menu system and went of on another tangent idea... heh. Share this post Link to post Share on other sites
BSTF 0 Posted October 22, 2012 (edited) That's really cool! It makes me think, though - if you made them smaller and put them, say, at the bottom of the screen, you could pretty easily replicate the dialogue wheel of Dragon Age 2 (well, the bottom one would actually be the wheel image, I guess, and you'd have to add preview text, but the basic idea is the same). It'd make it a bit more practical for regular use, I think, to at least shrink them slightly and move them out of the middle of the screen. Edited October 22, 2012 by BSTF Share this post Link to post Share on other sites
Galv 1,387 Posted October 22, 2012 That's a good idea, I guess ideally I should add it when the text box is open. I might come back to this one day and do something like that. Share this post Link to post Share on other sites
Bunni89 85 Posted October 22, 2012 Wow, this is awesome! Haha, I was actually just looking for some sort of 'choices system where you don't see the choices'. (Like if you actually saw the line you were about to say it would spoil which is the correct option, and it would look a bit awkward in a text menu just saying 'MAKE LAWFUL CHOICE' 'MAKE CHAOTIC CHOICE') This can be really good for making the player have to use judgment more in figuring out which dialogue options swing their alignment to good or evil: oh no actor2 is possessed and about to attack the party! I should stay calm- what, I calmly struck him down because it was 'the only way'?? Maybe if I get angry- oh, my character chewed out actor2 for being weak in a motivational speech and he broke out of the mind control! And er.. stuff like that XD Share this post Link to post Share on other sites
Leinkreig 9 Posted October 22, 2012 I honestly have no idea why, but this reminds me of Fable. (The fact that you can use expressions, basically.) This is pretty cool, though. It's creative in a sense, and it adds more versatility in regards to choices and conversations! Thanks, Galv! Share this post Link to post Share on other sites
Bunni89 85 Posted November 7, 2012 (edited) Er, where is the demo? o.O Did you forget to link it or have I somehow missed it? EDIT: herpa derpa derp its right at the top of the script link. My gosh I'm on a roll with stupid mistakes lately! xD This one's extra funny cos I've been waiting for the demo and it was there the whole time.. wasted half a month XD Just a question- is there any way to disable some of the choices? Like one time it only displays happy and sad, another time it displays them all, so on. Just because I'm trying to use this to create a rock-paper-scissors sort of army strategy minigame a la Suikoden and was planning to have three choices correspond to melee, ranged and magic and one be 'null' which applies to a jack of all trades secret character who bypasses strengths and weaknesses. But it'd only work if I could have the screen only display 3 options unless a switch is flipped saying you recruited that guy. Edited November 7, 2012 by Bunni89 Share this post Link to post Share on other sites
Galv 1,387 Posted November 7, 2012 I didn't make it very customisable, I'll re-visit this one at a later point but not right now Share this post Link to post Share on other sites
Bunni89 85 Posted November 9, 2012 Okay no probs :3 Share this post Link to post Share on other sites
+ Novem 344 Posted November 9, 2012 This immediately called to mind Alpha Protocol's 4-choice dialogue system for me. It could be useful for those developing games with non-linear stories. Nice work Galv. Share this post Link to post Share on other sites
Kazu0kami 2 Posted November 23, 2012 Oh wow! This reminds me of Golden Sun Dark Dawn where you select an emotion to choose from, very well done! I can definitely find some use for this! Thanks a lot! Share this post Link to post Share on other sites
Fronk017 0 Posted September 16, 2018 this script is awesome. but, I would like to know how to change the graphics via call script in the game if possible. for example: @menu_btn.bitmap = Cache.system ("choices-menu") via call script $menu_btn = "choices-menu" (to change the graph) could that be possible? Share this post Link to post Share on other sites
roninator2 257 Posted September 20, 2018 Set line 95 to @menu_btn.bitmap = Cache.system($game_variables[Emotes::Emotes_Var])#"choices-menu") Then put up below line 69 Emotes_Var = 12 #variable to use for graphic file Then you just need to set the variable data to the graphic file name. Control Variables -> script -> "choices-menu" 1 Share this post Link to post Share on other sites