This script allows you to set up enemy talk events during battle and use a talk command to interact with enemies.
Script: download here
Required: Command Manager
Place this script below Command Manager and above Main
To add the talk command, tag actors with
Enemy talk events are set up as troop event pages.
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
to get a reference to a Game_Actor object. This can be used in conditional branches.
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!
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?
Your script is shit, it doesn’t even work.
Don’t be a jerk.
Do I see an UNDERTALE Fan?
Also, yes. No need to be a jerk about things.
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.
This command was designed to use the talk command as an action. Changes to it would require changing the script for the most part.
Ah, I see. Well, I’ll simply work around it, then. Great script nonetheless. Thank you.
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?
You can use variables to control how the enemy talk event will behave.
I can’t use the script… It’s a problem with the CMD Manager. It says line 373 i guess, undefined value for `+’.
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.
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.
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.
Currently the only way to assign conditions is to modify the script to add some new conditions.
Add this to your scripts and now the command is only usable if switch 1 is ON.
The link is down 🙁 I wanted to use this.
Looks like I missed this one. The link has been updated.
Is there a way to have this as a skill rather than a command?
No, this was specifically created as a command.
Is there a way you can make a patch that would allow for this system to be used in an ABS game?
That depends on the system.
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)
Sounds interesting. I liked fire emblem’s talk function and can see how it might be done in GTBS.
That’s what I thought too. Hope you can find the time to toy with it. If not, thanks anyways.