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<section class="tex2jax_ignore mathjax_ignore" id="talkative-npc-example">
<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
</pre></div>
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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
ones 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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