- MidKnight wrote:
I just had a flash of an idea to increase the human element of IF characters.
A condition/action called TRUST which is basicly a flag witch increases and decreases the points that make a character do things for you. You increase/decrease the points in your coding.
Here comes the Phil headache and my brilliant new idea request.
Like Cycle and random messages. You have a %T% Trust element in messages.
Example...
mess50; %T1%%charn1% KILL'S THE SPIDER.%T2%%charn1% NUDGES AWAY THE SPIDER.%T3%%charn1% CATCHES THE LITTE SPIDER IN HIS HANDS.
>Say to tom,take spider
take spider (TRUST=0) Tom stamps on the spider.
take spider (TRUST=1) Tom says no.
take spider (TRUST=2) Tom flinches and takes the spider.
This will bring characters into a whole new unique intelligent aspect.
I think in the character menu there should be a new clickable box called trust which can be set to variables.
0=friend
1=stranger
2=eneny
3=other to be defined by coder.
People may think this is overkill but I see it as the next step. In alot of games it wouldn't be a consideration. IF TAB can do this I see TAB pushing the benchmark of IF games forward by massive steps.
Interesting idea Jason.
For next release I have made it so author has the option to use flags 501 to 600 out of the 600 user flags for such a purpose...
I have also done as you asked and created a "trust" variable
"trust=X" is a CONDITION that will be used in Character Speech Responses and will be linked to the value of the corresponding user flag mentioned above.
eg: If speaking/commanding to Character 4 then trust will be loaded with the contents of flag 504...
Ideally the author should have 2,3 or a max of 4 levels of compliance.
eg:
0= not compliant at all.
1= might carry out some commands...
2= fully compliant to carrying out commands!
For ease of coding and logic these values should apply to ALL the characters in the game.
I've made it so you can use the existing "charmsg" framework for dealing with individual character replies.
The trust level must be enclosed within square brackets inside of the character number definition reply texts within a normal message and will be called by the "charmsgX" action command as normal.
eg:
>say to <character>, climb fence
Message 2
===================
%ch1%[0]%speechname% refuses to climb the fence.
[0]
[1]%speechname% says: "I might be persuaded to do that..."
[1]
[2]%speechname% agrees to climb the fence.
[2]
%ch1%
%ch2%[0]%speechname% says: "No way!"
[0]
[1]%speechname% says: "Maybe if you help me with my problem..."
[1]
[2]%speechname% replies: "Certainly, my friend!"
[2]
%ch2%
etc... etc...
%chdef%%speechname% refuses to climb the fence.
%chdef%
===================
The Speech Response Entry:
climb fence#charloc%speech%=4[acts]charmsg2#call_trust=2#charloc%speech%=5#cmessThe %speechname% disappears over the fence...[end]
Note:
This entry uses new replacement to "then" action which due to problems has been abandoned and is now no longer supported in TAB!
"call_condition"
You can now check a condition AFTER the [acts] tag by prefixing a condition with "call_"
eg: #call_flag30=2# would check CONDITIONS to see if flag30 held a value of 2. If TRUE then TAB continues to process the actions. IF FALSE then TAB exits the entry.
So "call_trust=2" checks that the Character being spoken to has a trust level of 2; which means it will then climb the fence and be moved to location 5 in the example. (other side of the fence)
The characters by default will all start with a trust level of 0.
Their level can be increased by altering the relevant flag 501-600 value in coding entries when the character has been befriended, helped or appeased in some way so as to warrant a trust level raise.
The feature is being prepared for next release coming soon.
catventure.