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The game goes with the first conversation that meets the aforementioned requirements, preventing multiple conversations from occurring at once. A special flag, specific to each conversation, is not currently set. A prerequisite in-game event has occurred. Members A, B (and sometimes C) are not in your party. A "Conversation Event" occurs if these conditions are met: NOT when you enter from Spekkio's room, if possible.
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When you enter End of Time from the Epoch or a Gate, a check will take place to see if a "Conversation Event" will occur. In Default State, the character's dialogue can change depending on game events, and who is in the lead position at the time. NPC Objects would also have a Conversation State, wherein they have custom coordinates and dialogue (Both, based on what conversation is taking place). This is where everyone who is not a part of a custom conversation would go. Every NPC Object would have a Default State, which includes the coordinates they normally spawn in at, and some generic dialogue. (If you want to change party members, press Y) All secondary party members would need to be removed from the End of Time, and "replaced" with a regular-old NPC object. But I don't want it to go to waste, so here's what would need to be done: I've detailed the logistics of this system, realizing now that it may very well exceed what you are capable of doing in a rom hack. Chrono says nothing, while Magus tells you it's rude to interrupt a private conversation. Robo makes note that he's talked more with him than any other living being, Magus sharply responding that he doesn't consider Robo a "living being." Magus is surprisingly open, answering most of Robo's questions. Robo, in his ongoing quest to learn about humans-nay, humanity-deeming it only logical to have a conversation with Magus. Marle, approaching Magus in a very "You poor, tortured soul! Let me fix you!!!" sort of way, with no success.
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Lucca, curious about Ancient Zeal technology, making an inquiry to Magus that is met with "Why are you asking me? Go talk to one of the Gurus." Ayla, showing absolutely no trepidation, going up to Magus to say what she thinks of him. Robo, in his ongoing quest to learn about humans-nay, humanity-asking questions to Ayla that are way over Ayla's head. Robo, having an awkward conversation with Marle about Provoke/Allure, and how illogical of a combat tactic it is. Marle, Lucca and Ayla having a conversation that isn't what you think. Frog and Ayla, talking about loyalty and protecting the weak. Lucca, fixing up Robo and Robo asking something existential. Frog, feeling mesmerized by this large talking suit of metal armor that the others call "Robo." Marle and Lucca talking about Chrono, while Chrono sits silently at the opposite end of the room (if he happens to be alive). Lucca, reconciling with her initial fear of Frog's appearance, and coping with the idea that "Magic" is a thing. Marle, asking Frog about her great great great great grandmother.
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No longer do they simply ask to join your party, then get upset if you say no. In The End of Time, characters talk to each other. I've thought of a few things that could, at the very least, add some fresh new dynamics to the cast. Not everybody gets to know each other, and yet somehow, people on the B-Team know everything that's going on, as if they were there from the start.
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Lucca then says something about the situation, in a way that doesn't acknowledge the previous speaker whatsoever." - because the previous speaker could be anybody. Instead of it being, "Marle talks to Lucca," now it's "Marle says something about the situation. At the beginning of the game, you get some great moments with Marle, Lucca, Lucca+Frog, Marle+Lucca.then, around the time you get Robo, the very nature of the party's dialogue changes. Thinking out loud again.there are a few good moments of character interaction in CT, but a large amount of the dialogue is written to be party-agnostic.
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