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Standalone NPC head #764
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Is far as I know the system with the clay block is there as basic solution to make it as simple as possible to set up your first npc. If you want something good-looking just use Citizens2 for your npcs. |
Yeah, I’m utilising citizens2 but it’s a strange thing when a “magical frog” is at the shape and size of the player 😂 |
What about |
Yes but I think having the possibility to assign block locations or even entity uuids to a conversation in the main.yml wouldn't be that complicated and could open up a lot of possibilities. What I'm thinking of: npcs:
'10;25;37;world': innkeeper
'718a5bd7-90cf-4e01-be6f-792d84e1b7a0': innkeeper This should open the inkeeper conversation if you click the block at x=10, y=25, z=37 in world or if you click on the entity with the uuid Adding them could be done by using a command (like @Samdvich discribed). And the old system should still be kept as its simple to use, allows building the same npc multiple times and is important for backwards-compatibillity. |
This still needs some testing but I did implement the idea I had. I'll craete a pull request once it is fully implemented. |
This feels like a global interact event or action event would work which then runs a conversation event. |
Yes it can be done that way, but if you wan't to have many npcs that are done that way it is unnecessary time consuming and leads to a lot of running objectives at the same time which can make debugging complicated. |
The clay NPC has been removed. |
Basically, suggesting that the clay block/sign is eliminated
This is because it is too clunky, if I was to put a frog head down, and have a magical speaking frog it’s would be cringe to see a sign classifying it around the corner.
You could maybe change this by adding a command (for example: /bq setnpc [quest name] [npc name]) it would then mark the coordinates of where you are looking and replace information from in configuration
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