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In-battle script

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In-battle script

Post by eguitarz » Fri Mar 21, 2008 12:30 pm

I'm not sure if the current engine could define a in-battle script. Not only define dialogs, but also define special actions.

It will be more funny for players, if we can interact with monsters, that will be amazing.

Try to imagine this, an player encountered a group of skeletons:

<if player defeated 2 skeletons>
Skeleton:"Oh, warrior, I surrender, don't kill me!"
-- selection --
1. Die! monster!
2. If you can give me some treasure, I'll let you go, loser.
3. Go now, you're free.

After player choose his selection, relative plot will happen. :)

Another example like this:

<if player has a knife with him>
Monster: "Blah! What a little puppy, you want kill me with that crap?"
"Monster start laughing."
And we can decrease the monster's ability, because he's laughing without concentrating.

Of course, not every encounter should have its plot, we can create the scripts randomly. And if player encounter the boss, we can define a set of interesting dialogs in different states( like boss is going to die). Does any one think it's possible?
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Re: In-battle script

Post by prophile » Fri Mar 21, 2008 12:57 pm

I've got an AI book somewhere which discusses this very possibility. I think it's very possible.
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Re: In-battle script

Post by Roots » Fri Mar 21, 2008 2:12 pm

Anything is possible. We were already planning to eventually add support for dialogues in battle. I really like your idea here though, especially with giving the player a selection of what action to take in response to certain circumstances and situations. I would love to see this in Allacrost :approve:
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