Bio-Weapon Mod

Oh? That reminds me, if you wanted to resume messing with NPCs, anything you want me to try and figure out?

Just the old issue of changing npc attitudes. That is what concerns me right now.

Ah right. Like this?

{
    "type": "talk_topic",
    "id": "TALK_ARCHON_PERSUADE_FAIL",
    "dynamic_line": "Pathetic.  Flee if you wish, but soon you will have nowhere to hide.",
    "responses": [
        {
            "text": "...",
            "success": {
                "effect": "end_conversation",
                "opinion": {
                    "trust": -1,
                    "fear": -2,
                    "value": -1,
                    "anger": 1
                },
                "topic": "TALK_DEMAND_LEAVE"
            }
        }
    ]
},

The “effect” section also allows additional tricks, like setting the NPC to follow the player, opening the trade menu, making either of them their their weapon, etc.

response effect

The effect function ca be one the following:

start_trade

Opens the trade screen and allows trading with the NPC.

hostile

Make the NPC hostile and end the conversation.

flee

Makes the NPC flee from your character.

follow

Makes the NPC follow your character.

leave

Makes the NPC not follow your character anymore.

stop_guard

Releases the NPC from their guard duty (also see “assign_guard”).

assign_guard

Makes the NPC into a guard, which will defend the current location.

end_conversation

Ends the conversation and makes the NPC ignore you from now on.

insult_combat

Ends the conversation and makes the NPC hostile, adds a message that character starts a fight with the NPC.

drop_weapon

Make the NPC drop their weapon.

player_weapon_away

Makes the player character put away (unwield) their weapon.

player_weapon_drop

Makes the player character drop their weapon.

Ah right. Like this?

{
    "type": "talk_topic",
    "id": "TALK_ARCHON_PERSUADE_FAIL",
    "dynamic_line": "Pathetic.  Flee if you wish, but soon you will have nowhere to hide.",
    "responses": [
        {
            "text": "...",
            "success": {
                "effect": "end_conversation",
                "opinion": {
                    "trust": -1,
                    "fear": -2,
                    "value": -1,
                    "anger": 1
                },
                "topic": "TALK_DEMAND_LEAVE"
            }
        }
    ]
},

The “effect” section also allows additional tricks, like setting the NPC to follow the player, opening the trade menu, making either of them their their weapon, etc.

[spoiler]

response effect

The effect function ca be one the following:

start_trade

Opens the trade screen and allows trading with the NPC.

hostile

Make the NPC hostile and end the conversation.

flee

Makes the NPC flee from your character.

follow

Makes the NPC follow your character.

leave

Makes the NPC not follow your character anymore.

stop_guard

Releases the NPC from their guard duty (also see “assign_guard”).

assign_guard

Makes the NPC into a guard, which will defend the current location.

end_conversation

Ends the conversation and makes the NPC ignore you from now on.

insult_combat

Ends the conversation and makes the NPC hostile, adds a message that character starts a fight with the NPC.

drop_weapon

Make the NPC drop their weapon.

player_weapon_away

Makes the player character put away (unwield) their weapon.

player_weapon_drop

Makes the player character drop their weapon.
[/spoiler][/quote]

OMG! You are a genius! I will now worship you as my god!

Don’t thank me, thank whoever added that NPCs.md file in the documentation folder. o3o

I’m not sure whether to be annoyed or amused that I puzzled out how to get skill trails to work solely through source diving plus trial and error, when the doc folder explains it too.

The doc folder is overlooked alright. I went through it and discovered how to make solar powered devices when the artifact jsoning happened.

Da, should be fun.

Wait. OH SHIT, I never realized until now that we could now use it to make solar-powered flashlights! XD

Yup, one of the tools in this mod is solar powered.

Kick-ass, though I am tempted to PR something to make solar powered devices now. owo

Update 12 Now available!*

*The Npcs are unstable in the sense that they just move aimlessly as soon as they are in your reality bubble. So if you approach the makeshift command center or the Bio-Weapon Lab then talk to the npcs asap or you will have to track them trough the map.

P.S ability to befriend npcs is currently 100% since they are buggy and items are random; once that is sorted out, they will require persuasion to befriend.

Update 13 update now available!

Update 14 ready, the complete overhaul.

Ooh? What all progress has been made, hmm? o.o

Well, npcs are a thing and this attempts to fix their behavior. I combined many professions reducing the number to five. Special Items spawn in labs and millitary places and in a particular area as well.
Made a pseudo-story as well.

Ah, nice. Now if we only had a way to make traits/worn items add responses, that could be useful to you. ^^

Traits and custom traits would help a ton. Currently I use worn items in conversation.

You can now have dynamic lines from NPCs that differ if the player-character has a given trait, yeah.

However, if the RESPONSES available to the player could also differ depending on if they had that trait, this would allow the logical ability for an NPC conversion to differ entirely depending on player status.

That and stackable lines. For example, if a character is a male with 8 tentacles wearing a marshal badge say this.

That would be clever, maybe. X3

Update 15 Ready!