NPC Dialog
#345
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Any updates after PR #385 got merged? |
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Let's talk NPC Dialog.
I've come to the conclusion that the initial dialog is handled via the server and the majority is handled by what we currently have (content count, distractors and gotos.
First let's talk what's currently missing:
randomPick
attributefunctionID
attributebuttonSet
attributebuttonSet
attribute present, this supersedes the normally functionality of setting the next button.Why I think NPC dialog for each NPC is handled via server
Example 1: NPC
Ropey
This NPC is located in Tria (top left). This NPC has a shop.
This is normally how Ropey's dialog should be. An option for opening his shop and to talk
Here's the dialog if you press Talk.
Now let's look at his script (just a snip)
Ropey's first dialog is in id 0.
And if you talk with him, you'll get id 30 dialog.
Let's look at
Surnuny
in Tria, another shop NPC.Surnuny doesn't have any dialog, but if we take a look at his dialog script, this is all we see:
Perhaps if NPC shopID != 0 & randomPick doesn't exist, it should just pop up the shop? Else, have an option similar to
Ropey
? Maybe.Example 2:
Orde
In Grand HallOrder in grand hall has different dialogs depending on what job you are.
If Striker:
If Assassin:
(Not posting the script for this one. It's pretty long. NPC ID: 11000042)
If you take a look at the script for this NPC, you'll see there's multiple randomPicks of dialogs with no real indication on how certain classes get certain dialogs.
Not to mention, Nam also posted about this in this issue: #313
Thoughts?
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