The scripts themselves are not all that large as I did most of the coding so that everything is mainly done within the game engine for the developer. The work is done behind the scenes so to say.
However, the setup files can be lengthy. But it depends on how much data you will need for the game. Setup files are for storing data strings in the game engine. DBPro uses arrays and I implement user type arrays to store the data as it is read into the engine.
Here is just the setup text files for the talk boxes. I don't mind sharing.
;Artificial Intelligence Script
;Header
desc = rpg setup text files
;Triggers
:rpg_setup_chattextstyle:rpg_char_fontname=verdana,rpg_char_fontsize=22,rpg_char_fontbold=1,rpg_char_usergb=1,rpg_char_fontbackcolor_red=64,rpg_char_fontbackcolor_green=64,rpg_char_fontbackcolor_blue=128,rpg_char_fontcolor_red=255,rpg_char_fontcolor_green=255,rpg_char_fontcolor_blue=255
:rpg_start_charlist:rpg_numbercharacters=80
:rpg_newcharacter:rpg_char_name=Bob,rpg_char_chatnumber=1,rpg_char_text=BOB| So~ Doctor~ why are we inside this tiny maintenance closet?,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Bob,rpg_char_chatnumber=2,rpg_char_text=PROFESSOR| The audio signal we received came from somewhere in this office building. We must find where it came from. The person who sent it was attacked by an Argarian. Whether he was killed or not~ I don't know. For now~ you'll need to stay in the TASDIM while I do some initial investigating. I'll let you know when I need your help.,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Bob,rpg_char_chatnumber=3,rpg_char_text=PROFESSOR| ,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Bob,rpg_char_chatnumber=4,rpg_char_text=BOB| What is an Argarian and what will your investigation entail?,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Bob,rpg_char_chatnumber=5,rpg_char_text=PROFESSOR| An Argarian is a small creature with large eyes. He has visited Earth on many occassions and an Argarian was killed in the 1940's. Its body was preserved within a place called Area 51.The Argarians have been planning an invasion since then and it seems that the time is now. They have advanced weaponry and we must do all we can to stop this invasion from happening. I'll need to talk to as many people as I can. I'll also pick up as many clues as possible and whatever objects look interesting.,rpg_char_chattype=1
;:rpg_newcharacter:rpg_char_name=Bob,rpg_char_chatnumber=6,rpg_char_text=BOB| So what kind of questions are you going to ask?,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Bob,rpg_char_chatnumber=6,rpg_char_text=BOB| How did you know they are the Argarians?,rpg_char_chattype=1
;:rpg_newcharacter:rpg_char_name=Bob,rpg_char_chatnumber=7,rpg_char_text=PROFESSOR| Well~ you know~ questions like "Have you noticed anything wierd or unusual around here lately?"~ "What does this company do?"~ "What's in the basement?". That sort of thing. Say~ Bob~ do you have my three RPWs?,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Bob,rpg_char_chatnumber=7,rpg_char_text=PROFESSOR| By their screech that was recorded in the audio. They are definately Argarians. Say~ Bob~ do you have my three RPWs?,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Bob,rpg_char_chatnumber=8,rpg_char_text=BOB| I sure do. Here ya go.,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Bob,rpg_char_chatnumber=9,rpg_char_text=PROFESSOR| Thanks Bob. I'm sure I'll need them at some point. By the way~ I'll need you to take care of whatever large objects I want to keep. You can send them to the TASDIM.,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Bob,rpg_char_chatnumber=10,rpg_char_text=BOB| Say~ why don't I do some wizardry and give you a uniform as a telephone repairman? We can then jam their phone lines. That way you might be able to get into offices you otherwise wouldn't be able to get into.,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Bob,rpg_char_chatnumber=11,rpg_char_text=PROFESSOR| That's a great idea! I'm not sure if it'll help but let's do it anyway!,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Bob,rpg_char_chatnumber=12,rpg_char_text=PROFESSOR| OK~ nice! See ya later.,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Bob,rpg_char_chatnumber=13,rpg_char_text=PROFESSOR| Hey~ wait! I said to go into the TASDIM! Not turn invisible! Oh well~ I could never control him anyway. I'm off.,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Janitor1,rpg_char_chatnumber=14,rpg_char_text=JANITOR| All the doors are locked! How did you get in here . . . what are you doing here!?,rpg_char_chattype=2
:rpg_newcharacter:rpg_char_name=Janitor1,rpg_char_chatnumber=15,rpg_char_text=JANITOR| What are you talking about? OK~ don't you move! I'm going to buzz security!,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Janitor1,rpg_char_chatnumber=16,rpg_char_chattype=5
:rpg_newcharacter:rpg_char_name=Janitor1,rpg_char_chatnumber=17,rpg_char_text=JANITOR| OK~ I'll have to check with someone in the office. It is after hours you know.,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Janitor1,rpg_char_chatnumber=18,rpg_char_text=JANITOR| I haven't noticed anything strange. But I did find an interesting piece of paper that has odd writing on it. I was going to throw it away but decided to keep it since I collect interesting trash.,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Janitor1,rpg_char_chatnumber=19,rpg_char_text=JANITOR| Well~ I don't know. I might be willing to sell it to you. How much are you willing to give me for it?,rpg_char_chattype=4
:rpg_newcharacter:rpg_char_name=Janitor1,rpg_char_chatnumber=20,rpg_char_text=JANITOR| Cat got your tongue~ eh? OK~ stay where you are! I'm buzzing security!,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=SG1,rpg_char_chatnumber=21,rpg_char_text=SECURITY GUARD| You'll need to come with me~ mister~ or I'll shoot you where you stand!,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=TZ2,rpg_char_chatnumber=22,rpg_char_text=Noooobaaaaawwwdy knoooows the trouble I've seen . . .,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=TZ2,rpg_char_chatnumber=23,rpg_char_text=. . . Noooobaaaaawwwdy knoooows my sorrows.,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=TZ2,rpg_char_chatnumber=24,rpg_char_text=PROFESSOR| Who's that singing?,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Bob2,rpg_char_chatnumber=25,rpg_char_text=PROFESSOR| It's about time you showed up!,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Bob2,rpg_char_chatnumber=26,rpg_char_text=BOB| You just couldn't tell him you were a phone repairman could you? Your're more human than you think. OK~ I'll open up the jail door now. But I'm not sure how you're going to get out of here.,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Bob2,rpg_char_chatnumber=27,rpg_char_text=PROFESSOR| Thank's Bob. By the way~ you're a terrible singer you know.,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Bob2,rpg_char_chatnumber=28,rpg_char_text=PROFESSOR| Well~ I guess you're right! There's no apparent way in or out of this room.,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Bob2,rpg_char_chatnumber=29,rpg_char_text=BOB| Of course I'm right. Perhaps we need to go back to the TASDIM and regroup?,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Bob2,rpg_char_chatnumber=30,rpg_char_text=PROFESSOR| I suppose we probably should.,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=bob2,rpg_char_chatnumber=31,rpg_char_text=BOB| For your information doctor~ I have a great singing voice . . . BTW~ as I said before~ I don't see any way out of here for you. ,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=tasdim_Bob1,rpg_char_chatnumber=32,rpg_char_text=PROFESSOR| Are we ready?,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=tasdim_Bob1,rpg_char_chatnumber=33,rpg_char_text=Bob| Just about!,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=tasdim_Bob1,rpg_char_chatnumber=34,rpg_char_text=Bob| Running into some problems. Just about there.,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=tasdim_Bob1,rpg_char_chatnumber=35,rpg_char_text=Bob| Something's terribly wrong!,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=tasdim_Bob1,rpg_char_chatnumber=36,rpg_char_text=Bob| We're ready!,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=tasdim_Bob1,rpg_char_chatnumber=37,rpg_char_text=PROFESSOR| Great! Now over to the system console.,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=tasdim_Bob1,rpg_char_chatnumber=38,rpg_char_text=PROFESSOR| Are we ready to go?,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=tasdim_Bob1,rpg_char_chatnumber=39,rpg_char_text=Bob| I'm working on it!,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=tasdim_Bob1,rpg_char_chatnumber=40,rpg_char_text=Bob| I'm glad to see you back~ Doctor! I picked up a distress call. I need you to listen to it.,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=tasdim_Bob1,rpg_char_chatnumber=41,rpg_char_text=PROFESSOR| OK Bob~ lets take a listen.,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=tasdim_Bob1,rpg_char_chatnumber=42,rpg_char_text=Bob| It's about time you got here!,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=tasdim_Bob1,rpg_char_chatnumber=43,rpg_char_text=PROFESSOR| We need to move quickly! I'm going to station number one to select the destination.,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=tasdim_Bob1,rpg_char_chatnumber=44,rpg_char_text=PROFESSOR| Bob! Qucikly now~ let's go!,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Janitor1,rpg_char_chatnumber=45,rpg_char_text=PROFESSOR| Say~ before you do that~ I was just wondering. People are talking -- that there have been some strange things going on in this building. Have you seen or heard anything~ you know~ strange or wierd?.,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Janitor1,rpg_char_chatnumber=46,rpg_char_text=PROFESSOR| Do you think I could take a look at it?,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Janitor1,rpg_char_chatnumber=47,rpg_char_text=JANITOR| No~ that's too low. I would like~ say~ 75?,rpg_char_chattype=4
:rpg_newcharacter:rpg_char_name=Janitor1,rpg_char_chatnumber=48,rpg_char_text=JANITOR| How about 65?,rpg_char_chattype=4
:rpg_newcharacter:rpg_char_name=Janitor1,rpg_char_chatnumber=49,rpg_char_text=JANITOR| Well~ what about 55? I won't go any lower!,rpg_char_chattype=4
:rpg_newcharacter:rpg_char_name=Janitor1,rpg_char_chatnumber=50,rpg_char_text=JANITOR| OK! I'll let you have it for that much!,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Janitor1,rpg_char_chatnumber=51,rpg_char_text=JANITOR| They buzzed the door open so you can go in now.,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=receptionist1,rpg_char_chatnumber=52,rpg_char_text=RECEPTIONIST| If you've come to fix the phones~ then how may I help you?,rpg_char_chattype=2
:rpg_newcharacter:rpg_char_name=receptionist1,rpg_char_chatnumber=53,rpg_char_text=RECEPTIONIST| If you have nothing to say~ then we cannot help you! If you would kindly leave.,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=receptionist1,rpg_char_chatnumber=54,rpg_char_text=RECEPTIONIST| That's quite alright. Is there anything more?,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Janitor1,rpg_char_chatnumber=55,rpg_char_text=JANITOR| Sorry~ that was your last chance! Now~ don't bother me anymore!,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Janitor1,rpg_char_chatnumber=56,rpg_char_text=PROFESSOR| Wait! What about the door!?,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Bob2,rpg_char_chatnumber=57,rpg_char_chattype=5
:rpg_newcharacter:rpg_char_name=Bob2,rpg_char_chatnumber=58,rpg_char_text=Bob| I believe there is a connection between the symbols on the four separate buttons that are to my right -- your left -- and the block symbols in the jail cell.,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Bob2,rpg_char_chatnumber=59,rpg_char_text=Bob| I don't believe that will help us get out of here.,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Janitor1,rpg_char_chatnumber=60,rpg_char_text=JANITOR| I'm sorry you changed your mind. Are you Sure?,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Janitor1,rpg_char_chatnumber=61,rpg_char_text=JANITOR| I can't accept that. I need cash for the note.,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=Janitor1,rpg_char_chatnumber=62,rpg_char_text=JANITOR| Oh~ sorry. I forgot! They buzzed the door open so you can go in now,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=receptionist1,rpg_char_chatnumber=63,rpg_char_text=RECEPTIONIST| I'm not sure I understand what you are trying to say!,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=receptionist1,rpg_char_chatnumber=64,rpg_char_text=RECEPTIONIST| I'm not sure what phones are not working. The one on my desk is not working. There is also a phone on the wall and there are phones throughout the various offices. ,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=receptionist1,rpg_char_chatnumber=65,rpg_char_text=RECEPTIONIST| Please stay where you are! I'm getting security!,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=SG2,rpg_char_chatnumber=66,rpg_char_text=Security Guard| Sir~ you'll need to come with me.,rpg_char_chattype=1
:rpg_newcharacter:rpg_char_name=receptionist1,rpg_char_chatnumber=67,rpg_char_text=RECEPTIONIST| Again~ how may I help you?,rpg_char_chattype=2
:rpg_newcharacter:rpg_char_name=receptionist1,rpg_char_chatnumber=68,rpg_char_text=RECEPTIONIST| One last time~ how may I help you?,rpg_char_chattype=2
:rpg_newcharacter:rpg_char_name=DP2,rpg_char_chatnumber=69,rpg_char_text=PROFESSOR| There ya go. Your phone's fixed. I'll put the phone back on the cradle.,rpg_char_chattype=1
:rpg_end_charlist:none
You will notice that there is more data than just the text for the characters. There has to be a chat number to indicate the text you want to show when you put it into a script. Also, you need to indicate the chat type so that the engine knows which talkbox subroutine to execute. As an example: In receptionist script you will notice this command, "rpg_talkbox=52." This tells the engine to display chat number 52. You can look that up in the code above. You will notice it is chat type #1 which is the standard/normal talkbox. This freezes the game until the player clicks the mouse button. However, I created a new command and used it for the receptionist as well; "rpg_talkboxnogamefreeze=53 0." The chat number is 53 and the 0 indicates to the engine that the player will use the mouse to end the display. However, this does not freeze the game and the text will be displayed as long as the player doesn't click the mouse button. You can also you a number larger than 0 and this will tell the engine to show the text for a specified amount of time in milliseconds.
I think I've indicated that it is necessary to know scripting and that is true. But, more importantly you need to know the concepts and logic of programming in order to create a script that does what you would like it to do.
I kind of got carried away here, but, I enjoy talking about my mod. It's still my baby.
And I know it's in good hands with Ched80.