#Placing signs on enemies
41 messages · Page 1 of 1 (latest)
Could also do that with a Sword Coin Pedestal to create a "merchant" of sorts.
True!
really neat idea!
Instead of putting a sign next to a creature, how about we give all creatures an NPC toggle? That way it won't conflict with prior dungeons
Reread it it says on
So it did
Whoopsies
Still though, I imagine it'll be a toggle on the creature itself.
Although, the idea of drag-and-drop dynamic object change is ALSO really interesting.
But that's a different request thread.
That would mean that you'd have to program a context menu button for every enemy which somehow changes the entire behaviour of the menu itself. With my idea, there's only one trigger required to activate NPC mode, working universally for all enemies, plus there's no need to open the context menu to write dialogue; It just displays what's written on the sign.
I still think my idea is easier.
thing is, how do we communicate to the player the difference between NPC and monster? and would npcs be killable
well, making them unkillable would work. but then they'd have to be excluded from any condition that checks enemies
standing still should also tell the player it's an NPC, but there are some weird instances where an enemy stays put for other reasons
Thing is, what if you want to put a regular creature next to a sign without it turning to an NPC? I imagine that’s a kind of risk Julian might not want to add to existing dungeons.
If we had the toggle, we can change things in a consistent and non-intrusive way, so there’s no goofiness at work
I actually say that you KEEP them killable, but remove them from the “kill all monsters” condition. It opens up Undertale style morality options, considering they keep their shape links.
Friendly ghost shifts into Lunarc when killed, and other such things.
i think they mean you make the sign, then drag it onto the enemy like how you would give the enemy a drop?
^
making it clear which enemies are npcs could be maybe giving them a text bubble icon to show talking, or a little mark of sorts.
Honestly, nah. They don't need an indicator besides literally being stationary. That's already the indicator.
Okay, HARD disagree. I've looked over things that were supposed to be NPCs because they didn't draw my eye enough for it. We NEED a 💬 icon over them to show there's dialogue.
Maybe we can make it unique so they say what we put as we enter the room and it floats above their head?
Not when you enter the room, no. That'd limit it to one npc.
Just when you talk to them.
in paper mario for example, a bubble appears when you get close to an NPC
so it wouldn't need to be always active
You should def see it before you get into sword range.
Especially since it should turn off the enemy Ai while they're NPC.
one must imagine golmec happy