forums | blogs | polls | tutorials | downloads | rules | help

Talking To Yourself in DS

Update on the Sword

In the quest to make a talking sword.

Objects can be made into triggers.
And conversations can be triggered by world messages.
we req activate and equip and so on.

But this requires the conversation file to be loaded
from an object nearby on the map.
You couldn't leave the area and still talk to the sword.

But I found a game object that is always present
everywhere the player goes.
The player itself.
Hero templates are branched from the same templates as
farmgirl and farmboy and an hirable and NPC.

So what if the chosen hero objects contained a conversation?
Turns out they can.
Using Team Lazarus's auto_convo.skrit
and some Frankenstein objects.

Being that player's game object is always present.
I can turn it into the source conversation file for a sword.

But how do you talk to inventory items?
At first I used map triggers.
But then started creating Frankenstein objects.
And was able to make a right+clickable object that auto triggers a
conversation. I tried this on a sword and the sword, too,
can have a conversation, either by equipping or
by right+click in the inventory.

In this case right+clicking the sword
(which can still be equipped and kick ass)
will trigger a conversation with oneself.
From there it is a matter of changing
the portraits for whatever object
you are pretending to talk to .

A talking sword that is really great. I spend so much time talking to myself a talking weapon or talking armor would be cool.
For Talking armor their could be comments like "Don't sit there you will get me muddy" or "OMG that whine stain will never come out!"
Elf

That's an interesting and fun idea ChickenGeorge. A little offbeat, very nice. Sometimes in movies or TV, people don't wipe blood off of their swords, which really irritates me. So if *I* find it irritating, I can only assume that would make a sword downright angry.

Angry