Continuation of Welcome to Ponyville

BronyPal!
I've decided to try and continue the game Welcome to Ponyville that was made by Klondikekun.
This is my first time doing anything in quest, and to top it off I'm working in quest version 4.1.5
I'm open to suggestion about different ideas, of course I won't do every idea.
So generally give ideas and report issues you found that I've caused :P
The game http://textadventures.co.uk/games/view/dfoimwacfkih6r48mrosma/welcome-to-ponyville-adding-on

Entropic Pen
You might want to upgrade your game to Quest 5.4 so many of us can help you out.

I am willing to give you the codes for casino games like blackjack or slots but you really need to prove to us that you know what you're doing and I myself am scared that you'll burn out from this project because of being over-burdened with code like I was with "Welcome to Dream Valley".

But if you can implement this, then try it out: It's what I'm using for NPC dialogue:

1) In an NPC Pony, create a "dialogue" attribute and set it to a Script Dictionary.

2) Create a script in that dictionary with the keyword "main".

// the options for this dialogue bit are in a comma-delimited string that'll turn into a stringlist
options = Split("(Tell me about yourself),(Who is best pony?),(Nevermind)",",")
ShowMenu ("", options, false) {
action = ""
// Make sure these lined-up with the keywords from other ScriptDictionary scripts
switch (result) {
case ("(Tell me about yourself)") {
// With this, it'll initiate a script in the "dialogue" ScriptDictionary where the NPC Pony will talk about him/herself
action = "about_self"
}
case ("(Nevermind)") {
// This will end the conversation
action = "end"
}
case ("(Who is best pony?)") {
// Obviously Sweetstuff from Gen 1 but I'll let you make another script in the ScriptDictionary.
action = "best_pony"
}
}
// Once we have the keyword stored in the "action" variable, we can move the conversation to another scrip in the ScriptDictionary
dialouge_move (game.npc, action)
}


3) Set this as the script for "speak to":

msg ("\"Yes, how may I help you?\" the NPC Pony asked.")
// You're just talking to this pony, right?
game.npc = GetObject (this.name)
dialouge_move (game.npc, "main")


4) Go to functions and this code with these parameters:
npc
option

npc.dialouge_option = DictionaryItem (npc.dialouge, option)
do (npc, "dialouge_option")


Those are the basics for my Super-Advanced-Dialouge-System (Trademark Pending), play with it yourself.

TheAsianBrony
Maybe you could give the hat to Fluttershy to increase relationship?

Hurry up
Are you still working on this?



I hope so...

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