- Nov 21, 2018
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I think that it's very clear that I did read what you wrote, since I responded directly to the points you raised.Did you read what I wrote?
No, I am refuting your points while understanding them. I am saying that you are mistaken. And I'm saying that it's probably because you don't understand how variables can be used in RPGM to control how dialogue is displayed. There wouldn't be anything surprising about that, since most people don't have any experience in writing events in RPGM, so they wouldn't be expected to know how to use variables.I just told you why the relationship variable runs into problems when used in a sentence. You can argue that it isn't worth it to go back and address the issue, but you are refuting my points without even understanding it.
Why would they have to keep reading things like that? It isn't anymore necessary for Lisa to refer to Sharon as "Landlady" than it is for her to say "Mom" or "Sharon." The same dialogue can display in any or none of those ways, based on user input for the relationship.What will happen for people who don't want incest? Will they have to keep reading things like "Landlady, I missed you so much!" And what about incest fans? Will they have to keep reading Lisa referring to Sharon by her name? Do you not understand the fundamental incompatibility? You cannot write a single script that can make both versions sound natural.
Yes, you can - I repeat, you can - write a single script which can make both versions sound natural. All you have to do is set up conditional branches in your dialogue events, and have those branches check for variables, and then display the text which corresponds to the specified variable. And you set the variables, based on user input. You can set them to display the text entered by the user, if that's what you want, but then you end up with things like you mentioned, such as Lisa calling Sharon "Landlady", when that was the relationship specified. But you can also set it to display something else. For example, you could set it so that Lisa will call Sharon by her name, if their relationship is landlady/tenant or family friend or whatever-you-please, and have her call Sharon "Mom", if their relationship was set to mother/daughter.
If you know how to set up conditional branches and how to configure the variables, there is no reason why you cannot have both versions working just fine.
No, I am not arguing to support the incest version. Nor am I arguing to support the non-incest version. I'm saying that you don't have to choose between them. I'm saying that there's no need whatsoever to sacrifice either one, and that the user defined relationship can work just fine, if it is set up properly.It seems like you are arguing for the dev to support the incest version by using the relationship variable whenever Lisa refers to Sharon. That is one solution that I already talked about. You write the script for incest or non-incest and then sacrifice the other version. If you use the relationship variable whenever Lisa addresses Sharon, it will only make sense for incest. Landlady, mom's friend, or anything like that will not make sense in the same sentence.
And, so far, it doesn't seem to be a major problem. We've had a few people point out inconsistencies in the dialogue, in places where PaleGrass forgot to let user input define dialogue, but we haven't seen a bunch of people complaining that the system doesn't work or should be changed. If we've gotten this far in the development of the game, and you're the only person who has seriously suggested that the system doesn't work, then I have to think that it isn't a game-breaker. It certainly doesn't seem like something which would justify a major rewrite.