Conversation with friendly NPCs shall be implemented thusly:
1) Is the target NPC flagged IsFriendly? If yes, conversation. If no, combat is initiated.
Conversations are run privately to individual users, i.e. users cannot have 'group conversations' with an NPC.
2) NPC will greet player by name. If the NPC provides a quest, the quest will be briefly mentioned in this greeting.
3) Topics are listed:
a) News
b) Who are you?
c) Trade
d) Quest
e) Bye
News talks about potential quests within the map, and what the player has already completed (in brief).
Who are you? query returns the NPC's biography, from an "I" perspective.
Trade compares inventories to trade items.
Trade values must be == or > on the player's behalf.
Values of item totals will be compared.
Thing is slated to get a new property, Value that will be used in this calculation.
If the NPC has a quest available, this option gives the details and prompts user to agree (yes) or disagree (no) to carry out the quest. If the quest is accepted, it is added to the player's Journal. If not, the conversation returns to the menu.
Conversation with friendly NPCs shall be implemented thusly:
1) Is the target NPC flagged
IsFriendly
? If yes, conversation. If no, combat is initiated.Conversations are run privately to individual users, i.e. users cannot have 'group conversations' with an NPC.
2) NPC will greet player by name. If the NPC provides a quest, the quest will be briefly mentioned in this greeting.
3) Topics are listed: a) News b) Who are you? c) Trade d) Quest e) Bye
Thing
is slated to get a new property,Value
that will be used in this calculation.yes
) or disagree (no
) to carry out the quest. If the quest is accepted, it is added to the player'sJournal
. If not, the conversation returns to the menu.