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Standalone NPC head #764

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sammypanda opened this issue Apr 25, 2018 · 8 comments
Closed

Standalone NPC head #764

sammypanda opened this issue Apr 25, 2018 · 8 comments
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Duplicate This issue or pull request already exists. Feature Request New feature or request.

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@sammypanda
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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

@J0B10 J0B10 added the Feature Request New feature or request. label Apr 25, 2018
@J0B10
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J0B10 commented Apr 25, 2018

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.
A comand as you suggested would require storing npc locations in configs, remove the possibillity to create a npc multiple times just by placing the same sign multiple times and would remove backwards compatibillity.

If you want something good-looking just use Citizens2 for your npcs.

@sammypanda
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sammypanda commented Apr 25, 2018

Yeah, I’m utilising citizens2 but it’s a strange thing when a “magical frog” is at the shape and size of the player 😂

@RiledUpCrow
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What about action objective? Make the player click on a head block at that location and run conversation event. You can even make it persistent, so it doesn't complete afterwards.

@J0B10
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J0B10 commented Apr 27, 2018

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.
Even for compatibillity with other plugins (it would also simplify using mythic-mobs as npc).

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 718a5bd7-90cf-4e01-be6f-792d84e1b7a0.

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.

@J0B10
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J0B10 commented Apr 27, 2018

This still needs some testing but I did implement the idea I had.

I'll craete a pull request once it is fully implemented.

@bundabrg
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bundabrg commented Oct 6, 2018

This feels like a global interact event or action event would work which then runs a conversation event.

@J0B10
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J0B10 commented Oct 6, 2018

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.
Thats why I'm wondering if we should add that simpler way to do it.

@SaltyAimbOtter
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The clay NPC has been removed.
Discussion for the new conversation system is now in #1116.

@SaltyAimbOtter SaltyAimbOtter added the Duplicate This issue or pull request already exists. label Jul 26, 2020
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