Talk to NPC with keyboard
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Talk to NPC with keyboard
This might be a little bit of overlap with the "Custome Keyboard Layout", but i think that it would be helpful if we could talk to NPC without having to click on them.
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- Peon
- Posts: 35
- Joined: 08 Mar 2006, 17:23
- Location: Germany
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I like both ideas.
The text mode could be like the following:
player: Hi <name of NPC>
NPC: Hi! What could I do for you?
player: help
NPC: I am a seller. You can sell and buy stuff here.
player: quest
NPC: Sorry, I don't have any quests for you.
player: buy
<buy menu opens>
...
<buy menu closed>
NPC: Would you like something more?
player: bye
NPC: Have a nice day!
But the easier way would be like "attacking" the NPC.
You just have to detect what type the object (monster, NPC, door, ...) in front of the player is.
The text mode could be like the following:
player: Hi <name of NPC>
NPC: Hi! What could I do for you?
player: help
NPC: I am a seller. You can sell and buy stuff here.
player: quest
NPC: Sorry, I don't have any quests for you.
player: buy
<buy menu opens>
...
<buy menu closed>
NPC: Would you like something more?
player: bye
NPC: Have a nice day!
But the easier way would be like "attacking" the NPC.
You just have to detect what type the object (monster, NPC, door, ...) in front of the player is.
It's nice to be important,
but it's more important to be nice!
but it's more important to be nice!
interacting with NPCs via a text parser might sound like a good idea from the roleplayers point of view, but it would be quite unconfortable and error prone. it might be difficult in some situations to tell if a player talks to an npc or another player.
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I was thinking by starting the text with NPC: it would send as a private message to the NPCCrush wrote:interacting with NPCs via a text parser might sound like a good idea from the roleplayers point of view, but it would be quite unconfortable and error prone. it might be difficult in some situations to tell if a player talks to an npc or another player.
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