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Some more text rephrasing
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You should usually avoid creating hundreds of NPC objects to populate your 'busy town' - in a text game so many NPCs will just spam the screen and annoy your players. Since this is a text game, you can usually get away with using _vNPcs_ - virtual NPCs. vNPCs are only described in text - a room could be described as a bustling street, farmers can be described shouting to each other. Using room descriptions for this works well, but the tutorial lesson about [EvAdventure Rooms](./Beginner-Tutorial-Rooms.md) has a section called [adding life to a room](./Beginner-Tutorial-Rooms.md#adding-life-to-a-room) that can be used for making vNPCs appear to do things in the background.
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NPCs are all active agents that are _not_ player characters. NPCs could be anything from merchants and quest givers, to monsters and bosses. They could also be 'flavor' - townsfolk doing their chores, farmers tending their fields - there to make the world feel "more alive".
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_Non-Player-Characters_, or NPCs, is the common term for all active agents that are _not_ controlled by players. NPCs could be anything from merchants and quest givers, to monsters and bosses. They could also be 'flavor' - townsfolk doing their chores, farmers tending their fields - there to make the world feel "more alive".
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In this lesson we will create the base class of _EvAdventure_ NPCs based on the _Knave_ ruleset. According to the _Knave_ rules, NPCs have some simplified stats compared to the [PC characters](./Beginner-Tutorial-Characters.md) we designed earlier.
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