Command: Enemy Talk

This script allows you to set up enemy talk events during battle and use a talk command to interact with enemies.

command_talk1

Download

Script: download here
Required: Command Manager

Installation

Place this script below Command Manager and above Main

Usage

To add the talk command, tag actors with

<cmd: enemy_talk>

command_talk3

Enemy talk events are set up as troop event pages.

command_talk2

To create an enemy talk event page, create a comment of the form

<enemy talk event: x>

Where x is the index of the enemy that this will apply to. The first enemy
has an index of 1.

To trigger this talk event, you must use the “talk” command on the enemy
during battle. The event will run once the action is executed.

To check who is currently talking, in your script calls you can use

$game_temp.talking_actor

to get a reference to a Game_Actor object. This can be used in conditional branches.

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24 Responses

  1. Anonymous says:

    I know I am here super late. And this problem might be accountable to my inability to work more advanced scripts right,but this script keeps creating an error in Line 225 of the “Window_BattleLog” right after you click the “Talk” skill command and selected an enemy during a battle. It says: NoMethodError occured. Undefined method “name” for nil:NilClass. I do have basic understanding of how scripts work but I can´t make sense of what this is trying to tell me. I hope someone can help!

  2. Chara says:

    Howdy! I’m a bit confused on what it means by; Enemy talk events are set up as troop event pages. To create an enemy talk event page, create a comment of the form. So could you shed some light on the subject?

  3. Anonymous says:

    Your script is shit, it doesn’t even work.

  4. Please and Thank You. says:

    Hi, amazing script, this is. Sorry to bother you so, but I seem to have a bit of a problem; it could just be my lack of understanding. Basically, the “Talk” command behaves like a regular skill, in that it is subject to the AGI stat (if the enemy has a higher value, it acts first), and it ends the turn once executed. How would I go about making that not be the case? Or is it perhaps a matter of script conflicts?

    In short: I would like to be able to use the “Talk” command, and then be able to perform a different act within the same turn. Any and all help would be very much appreciated.

    • Hime says:

      This command was designed to use the talk command as an action. Changes to it would require changing the script for the most part.

  5. Mike says:

    Is there a way to have multiple conversations for one enemy? Like if you fail the first time, the next time you talk to the enemy, the conversation is different?
    Thanks.

  6. QwestFrost says:

    I can’t use the script… It’s a problem with the CMD Manager. It says line 373 i guess, undefined value for `+’.
    Any help?

    • Hime says:

      Download a new copy of the command manager and see if it still occurs. Then try it in a new project with only the enemy talk script and the command manager. If the issue still persists send me the new project. If it does not, then determine whether it is another script that is causing problems.

  7. shadowblack says:

    Just a note for anyone who is wondering: While the script instructions say to “tag actors” both this script and Command: Change Equip seem to work fine when you tag classes instead. So if you want only certain classes to be able to talk with enemies or to change equipment in combat you can tag them the way you would tag actors and the commands will show up.

  8. shadowblack says:

    Is there any way to enable and disable this command with a switch (or some other way)? For example:
    Initially the only enemies are 4 mindless zombies. Talking to them is pointless, so the command is disabled (or hidden). After a few rounds a necromancer joins the battle and the Talk command becomes available. After the necromancer dies the command is again disabled.

    • Hime says:

      Currently the only way to assign conditions is to modify the script to add some new conditions.

      class Command_EnemyTalk < Game_BattlerCommand
        def usable?(user)
          $game_switches[1]
        end
      end
      

      Add this to your scripts and now the command is only usable if switch 1 is ON.

  9. Eon says:

    The link is down 🙁 I wanted to use this.

  10. Jesse says:

    Is there a way to have this as a skill rather than a command?

  11. Jake Stallion says:

    Is there a way you can make a patch that would allow for this system to be used in an ABS game?

  12. Really love this script. Recently started using GubiD’s GTBS battle system. You wouldn’t be interested/planning on making a patch so they could work together would you? Thought it be worth asking. Thanks again for the hard work on your scripts.(In case you were curious I put a link to Gubi’s system below)
    https://www.dropbox.com/s/umzt33u7n2owrir/GTBSv2.3.zip

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