How do you make up a puzzle in a standard RPG? Since there's so little interaction (only a single button and choice between 3 options, 4 at best), it usually goes this way:
- get stucked and be given an obvious hint that you must find a way through
- find a random NPC who gives you an obvious clue you've never asked for
- go back to the place you were stucked at and get an obvious choice between use the obvious clue or do nothing
- flatter your own intelligence, while you've actually done nothing but run around randomly
Now what if you could give virtually any answer to a given riddle, rather than choose between X options you had not even imagined yourself? What if NPCs would wait for you to prompt them with a topic, and give you clues only in response to the appropriate one? Well, my Keywords System does exactly that.
Purpose
To be able to interact with events using keywords. Common usages include: asking people about a specific topic, answering riddles, looking for a name in a registry...
Main features
- Programming responses to keywords with the eventing system is as easy as: if selected keyword is LIBRARY, then say "This is where I work"
- Define your own keywords list, as well as those which appear by default - all the others require the player to input them manually at least once
- Used as a basis for further scripts of mine to come
- Overrides some of the Window_Message class, so it might be incompatible with scripts such as Advanced Message System (not tested).
Download
See my blog entry.
Edited by Moonpearl, 06 January 2012 - 09:50 AM.
















