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< h1 > Talkative NPC example< a class = "headerlink" href = "#talkative-npc-example" title = "Permalink to this headline" > ¶< / a > < / h1 >
< p > Contribution by Griatch 2011. Updated by grungies1138, 2016< / p >
< p > This is an example of a static NPC object capable of holding a simple menu-driven
conversation. Suitable for example as a quest giver or merchant.< / p >
< section id = "installation" >
< h2 > Installation< a class = "headerlink" href = "#installation" title = "Permalink to this headline" > ¶< / a > < / h2 >
< p > Create the NPC by creating an object of typeclass < code class = "docutils literal notranslate" > < span class = "pre" > contrib.tutorials.talking_npc.TalkingNPC< / span > < / code > ,
For example:< / p >
< div class = "highlight-none notranslate" > < div class = "highlight" > < pre > < span > < / span > create/drop John : contrib.tutorials.talking_npc.TalkingNPC
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< p > Use < code class = "docutils literal notranslate" > < span class = "pre" > talk< / span > < / code > in the same room as the NPC to start a conversation.< / p >
< p > If there are many talkative npcs in the same room you will get to choose which
one’ s talk command to call (Evennia handles this automatically).< / p >
< p > This use of EvMenu is very simplistic; See EvMenu for a lot more complex
possibilities.< / p >
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< p > < small > This document page is generated from < code class = "docutils literal notranslate" > < span class = "pre" > evennia/contrib/tutorials/talking_npc/README.md< / span > < / code > . Changes to this
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