Rework Conversations #2118
Replies: 4 comments
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For the config over-rides per conversation. A user defined global config over-ride that could also have a perConversation over-ride. Similar to the new Global world and per world configs Paper is now using. |
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I would like to use a menu similar to "menu io" that only includes a single option, such as "NEXT," and allows for advancing the conversation by clicking on the NPC rather than scrolling through a mounted armor stand or typing numbers in the chat. This would make it possible to display texts similar to those used in "origin realms," while removing the need for additional options and reducing the amount of text displayed. |
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As we noticed in the past, the But in general during the conversation rework it should be implemented that every conversation can handle teleports, and with that handle it could be an feature, that a teleport optionally cancle the conversation or cancel the teleport or support teleporting during a conversation. |
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Here is a possible implementation for the BedrockIO from StarsRealm. |
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This discussion currently contains any thoughts related to the new design of NPC's. The contents will evolve into a proper implementation concept over time and are not meant to be used as a specification yet.
Concept
Conversations should be split into multiple modules. Text-Formatting, Displaying and Input.
NEW: Conversations displaying methods don't even exist, it's all notifyIO's.
The formatting module formats the text and all conversation options. It can be configured in the
options.conversations.formatting
path. Each section in this branch is one formatting style. Any configured formatting can be selected by a conversation using theformatting: boss_format
option. The first specified formatting inoptions.conversations.formatting
path is the default formatting. Therefore, there should already be a format included in a freshly generated package.The selected formatting config can be overriden per conversation.
The input module holds a selection of conversation input methods. (keys, clickable, chat input...).
The displaying module holds a selection of displaying methods (chat, 🤫, 🤫).
Perhaps a fully fleged click IO removes the need for any other input style.
Ideas and Problems to fix
General:
sound:
option per conversation option. This option would play the specified sound (nice for voice-acting.) If this was it, the feature would be redundant since the same can be done with an event. However, an automatic cancellation of all conversation sounds upon choosing another option would be very handy. That would save 2 events per option.Another solution would be some sort of notify que, so this feature can be used outside of conversations and with all notifyIO's.
This is usefull to prevent people from spam-skipping conversations.
defaultConvIO: mod,tellraw
)exclusive:true/false
If one player already talks to the NPC all others can't. Exclusive conversations #909???
->Damien
->Bob
(They lied about their name). [Idea] Names with conditions #628Chest:
PacketType.Play.Client.WINDOW_CLICK
. This can may also be used as a general solution in menusMenuConvIO:
BookIO:
A brand new IO that works with a book. Perfect for conversations that involve longer texts. #468
Related Issues with some discussion already done: #795 #764 #317 #443
Bedrock
Requested by @BijuuKrunos.
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