If you aren't using speech, I guess you could use a Text Property instead. So when you click on your sidekick, he says:
Code: ags
Alternatively, you could use a Dialog. Just make a dialog option for each room, and turn off every other option, and when you click on your sidekick, you can have a short conversation. Just remember on loading each room to turn off every dialog option and turn on the relevant one.
You're thinking too complex. AGS has it's own foibles, but you can work with it without too much trouble.
It would be nice to have entity scripts, though, so the global script isn't cluttered with junk. Imagine having a script for each character, inventory item and GUI. Even if it's just a dummy that gets appended to the global script.
function cChrisJones_Look()
{
String gollygee = Room.GetTextProperty("Sidekick's Description");
if (gollygeebatman) cChrisJones.Say ("%s", gollygee);
else cChrisJones.Say ("Holy undefined room, Batman!");
}
Alternatively, you could use a Dialog. Just make a dialog option for each room, and turn off every other option, and when you click on your sidekick, you can have a short conversation. Just remember on loading each room to turn off every dialog option and turn on the relevant one.
You're thinking too complex. AGS has it's own foibles, but you can work with it without too much trouble.
It would be nice to have entity scripts, though, so the global script isn't cluttered with junk. Imagine having a script for each character, inventory item and GUI. Even if it's just a dummy that gets appended to the global script.