Nystul wrote:npc portraits and names are now supported... see screenshots below.
@Interkarma: I proceeded the implementation of the MobilePersonNPC class you started (basically the things you marked as TODO in interconnected classes MobilePersonNPC, MobilePersonMotor, MobilePersonBillboard - MobilePersonNPC becoming the manager class) -
so you will have to review my changes when I am finished.
not too much changes but all npc related stuff like gender, race, name, portrait etc. will be in MobilePersonNPC class now and handed over to other classes - I think that was your intention anyway if I understood it right.
Good job! And yes, that was my intention. I just worked the NPCs in as quickly as possible to make towns feel populated, the real work on making them interactive hadn't even started yet. Happy for you to take on what you can here.
Jay_H wrote:Geez, I thought we weren't gonna see this stuff until 0.5. You guys rock!
talk window implementation will be an ongoing task and parts of the conversation logic will be done step by step. My plan is to have the part with asking for locations up first.
Interkarma wrote:
Good job! And yes, that was my intention. I just worked the NPCs in as quickly as possible to make towns feel populated, the real work on making them interactive hadn't even started yet. Happy for you to take on what you can here.
Thanks guys.
Well you did most of the work with the mobile npc, I just add the finishing touches so to say
your help will definitely be needed there
allofich is already also digging into reverse-engineering some of the functionality - see the open pull request on github and his answers
Will be happy to help when the time comes. Yep seen the discussion, nothing much to add though. WHat I do know is...
Regarding response messages, looks to me like conversations have multiple messages in the same entry. They can currently be selected using TextProvider.GetRandomTokens() but probably need to find out if classic uses a random response or there's some algorithm for selecting.