Need Help with Characters Speaking on Quest
NeedHelp
06 Oct 2015, 22:02Hi guys,
I'm still pretty new to Quest and am trying to make a fantasy game.
I am using the help but got a little stuck with trying to make one of my characters speak.
If anyone can help with this I would be really grateful as it's driving me to distraction trying to figure out this one little bit!!!
Thanks guys
I'm still pretty new to Quest and am trying to make a fantasy game.
I am using the help but got a little stuck with trying to make one of my characters speak.
If anyone can help with this I would be really grateful as it's driving me to distraction trying to figure out this one little bit!!!

Thanks guys


XanMag
08 Oct 2015, 03:32What kind of conversation do you want to have with the NPC?
Is it simple? Like the NPC responds when the player types 'talk to NPC' or do you want multiple responses or responses to different questions/topics?
Is it simple? Like the NPC responds when the player types 'talk to NPC' or do you want multiple responses or responses to different questions/topics?
HegemonKhan
08 Oct 2015, 03:44I assumed he~she wanted actual audio voice, laughs. I'm like, nope, can't help with that, lol.
if he~she does mean textual dialogue~conversation via quest, that I can help with, well simple dialogue stuff anyways.
if he~she does mean textual dialogue~conversation via quest, that I can help with, well simple dialogue stuff anyways.
NeedHelp
08 Oct 2015, 12:53Thank you for your responses.
I just want the player to be able to click to speak to the character in the room and then can read the dialogue I will put for the character to give clues to help the game move on, e.g.
Bill is in the room (the player can click to speak to Bill):
Bill looks around nervously before whispering,
"Not all is as it seems and the one that knows the most, hides the most from you"
You look at the pallid bearded man curiously before he grabs your hand and places something cold and round in your quivering palm,
"What is this?" You nervously reply.
Bill's wild eyes are fixed on the door as it slowly creaks open and a shadowy figure eerily glides through the doorway,
"I can't say any more. I don't want to go missing like Mary. Quickly hide it and say nothing of what I have told you" he quietly stammered before cowering down in the corner, petrified and remaining deadly focused on the mysterious visitor.
This is not part of my story but it's just to give you an idea of how I want the dialogue to appear once they player has clicked the Speak link for a specific character!
Thanks guys! I really appreciate any help you can give me!

I just want the player to be able to click to speak to the character in the room and then can read the dialogue I will put for the character to give clues to help the game move on, e.g.
Bill is in the room (the player can click to speak to Bill):
Bill looks around nervously before whispering,
"Not all is as it seems and the one that knows the most, hides the most from you"
You look at the pallid bearded man curiously before he grabs your hand and places something cold and round in your quivering palm,
"What is this?" You nervously reply.
Bill's wild eyes are fixed on the door as it slowly creaks open and a shadowy figure eerily glides through the doorway,
"I can't say any more. I don't want to go missing like Mary. Quickly hide it and say nothing of what I have told you" he quietly stammered before cowering down in the corner, petrified and remaining deadly focused on the mysterious visitor.
This is not part of my story but it's just to give you an idea of how I want the dialogue to appear once they player has clicked the Speak link for a specific character!
Thanks guys! I really appreciate any help you can give me!


XanMag
08 Oct 2015, 14:24So... All of that in red happens after they speak to ('talk to man") the character just one time? If so, that is very easy.
All you need to do is add a verb to the man and type in speak - this should pop up an automatic list of verbs similar to speak to. Click on that. When the player then types 'talk to man' or 'speak to man', your message will appear.
If the player needs to 'talk to man' one time to get some info... then 'talk to man' a second time to get more info... that is a bit different. In my case, I would use flags (but I'm weird like that). When you speak to the man the first time, also raise a flag on him and name it something like speakonce. Then, if you speak to him again, use an 'If' script to check if the flag is raised (which it would be) and print an appropriate second message. Then add else's to it to check for other flags ('speaktwice", "speakthrice', etc)
If you want an ask/tell conversation... like 'ask man about Mary', you'll need to add cases to the ask/tell tab for the man.
If none of this seems like an option, I think you need to change the type of object the person is. There is a tab (maybe object?) where you can change the 'object type'. Change it to 'male character (named)' (<-- something like that) and everything should be fine.
I think Quest has a built in check to see if the object can be talked to. If you have a rake in your game, for example, it wouldn't make any sense to 'talk to rake' so Quest has a built in response like 'you can't talk to that'. But if you change the object type to something like a named (or unnamed) male/female, the built in response to that changes to something like "He/She says nothing" - that is, unless you add the 'speak to' verb.
Let me know if that makes sense (sorry if it is not very accurate - I don't have Quest downloaded to computer at school so I can't look at it directly).
Good luck.
And... I like your writing style be the way. I hope you finish your game so I can give it a try!
XanMag
All you need to do is add a verb to the man and type in speak - this should pop up an automatic list of verbs similar to speak to. Click on that. When the player then types 'talk to man' or 'speak to man', your message will appear.
If the player needs to 'talk to man' one time to get some info... then 'talk to man' a second time to get more info... that is a bit different. In my case, I would use flags (but I'm weird like that). When you speak to the man the first time, also raise a flag on him and name it something like speakonce. Then, if you speak to him again, use an 'If' script to check if the flag is raised (which it would be) and print an appropriate second message. Then add else's to it to check for other flags ('speaktwice", "speakthrice', etc)
If you want an ask/tell conversation... like 'ask man about Mary', you'll need to add cases to the ask/tell tab for the man.
If none of this seems like an option, I think you need to change the type of object the person is. There is a tab (maybe object?) where you can change the 'object type'. Change it to 'male character (named)' (<-- something like that) and everything should be fine.
I think Quest has a built in check to see if the object can be talked to. If you have a rake in your game, for example, it wouldn't make any sense to 'talk to rake' so Quest has a built in response like 'you can't talk to that'. But if you change the object type to something like a named (or unnamed) male/female, the built in response to that changes to something like "He/She says nothing" - that is, unless you add the 'speak to' verb.
Let me know if that makes sense (sorry if it is not very accurate - I don't have Quest downloaded to computer at school so I can't look at it directly).
Good luck.
And... I like your writing style be the way. I hope you finish your game so I can give it a try!

XanMag
The Pixie
08 Oct 2015, 19:11There is a page here that discusses the design decisions:
http://docs.textadventures.co.uk/quest/ ... tions.html
You might like to look at my library too:
viewtopic.php?f=18&t=5510
http://docs.textadventures.co.uk/quest/ ... tions.html
You might like to look at my library too:
viewtopic.php?f=18&t=5510
NeedHelp
08 Oct 2015, 19:15XanMag wrote:So... All of that in red happens after they speak to ('talk to man") the character just one time? If so, that is very easy.
All you need to do is add a verb to the man and type in speak - this should pop up an automatic list of verbs similar to speak to. Click on that. When the player then types 'talk to man' or 'speak to man', your message will appear.
If the player needs to 'talk to man' one time to get some info... then 'talk to man' a second time to get more info... that is a bit different. In my case, I would use flags (but I'm weird like that). When you speak to the man the first time, also raise a flag on him and name it something like speakonce. Then, if you speak to him again, use an 'If' script to check if the flag is raised (which it would be) and print an appropriate second message. Then add else's to it to check for other flags ('speaktwice", "speakthrice', etc)
If you want an ask/tell conversation... like 'ask man about Mary', you'll need to add cases to the ask/tell tab for the man.
If none of this seems like an option, I think you need to change the type of object the person is. There is a tab (maybe object?) where you can change the 'object type'. Change it to 'male character (named)' (<-- something like that) and everything should be fine.
I think Quest has a built in check to see if the object can be talked to. If you have a rake in your game, for example, it wouldn't make any sense to 'talk to rake' so Quest has a built in response like 'you can't talk to that'. But if you change the object type to something like a named (or unnamed) male/female, the built in response to that changes to something like "He/She says nothing" - that is, unless you add the 'speak to' verb.
Let me know if that makes sense (sorry if it is not very accurate - I don't have Quest downloaded to computer at school so I can't look at it directly).
Good luck.
And... I like your writing style be the way. I hope you finish your game so I can give it a try!
XanMag
Thank you so much for that!

I've tried it and it works! Yippee!
I am quite far from finishing the game because I keep adding more characters and places to it but will let you know if I ever get it finished! lol

Thanks again. That really helped!

HegemonKhan
09 Oct 2015, 05:07Pixie and Jay (Jaynabonne), both are great programmers, and got some advanced dialogue coding, if you want to go that in depth with dialogue. Pixie already provided some of his~her links, so here's some of Jay's too:
viewtopic.php?f=5&t=4883 (jay's spondre game: "spondre" is "respond" re-arranged)
https://www.youtube.com/watch?v=ULjIjSQhgVw (a vid of someone playing the game)
viewtopic.php?f=18&t=4889 (Jay graciously publically provided his source code for spondre!)
viewtopic.php?f=5&t=4883 (jay's spondre game: "spondre" is "respond" re-arranged)
https://www.youtube.com/watch?v=ULjIjSQhgVw (a vid of someone playing the game)
viewtopic.php?f=18&t=4889 (Jay graciously publically provided his source code for spondre!)