So at the end of the day when Im chillin' and drinking my uber expensive lore drinks, I get to thinking. I think, boy oh boy wouldn't it be neat if we could have our own custom NPCs and quests. It would make recruiting people for factions a hell of a lot more easy and fun for everyone involved, AND the possibilites for it are endless.
Over at my faction Riverens, we have catacombs in it that nobody really knows about. We were planning to turn it into a quest for allies to do when they were bored, but we never got around to it as it would be too much work. There would be signs everywhere and it'd just be ugly.
Now, if there were a custom NPC that we could make and have our allies talk to to start the quest, it would be amazing. I mean, there would be no signs, and it'd just look cleaner and more neat all around.
Recruiting on the other hand, is what I'm even more excited for. Let's say you already recruited someone, but they want a house. And a job. And everything else that life has to offer. But you're a busy man, you've already got another recruit on his way. If you don't address the guy you got though, he's gonna get bored and /f leave faster than you can say MonMarty. If you had a custom NPC with a quest for new recruits to do at your /f home though, you could simply have the recruit talk to them and complete the quest that tells them how to: get a job, get a house, the names of the officers, and what they can do for fun.
BUT WAIT, THERE'S MORE! It would also eliminate the empty feeling that factions get one nobody is on but your lonesome. If I'm lonely, I no longer have to join general chat and make a bunch of worthless puns, I can just talk to my butler, Alfred, about the weather or some phrase that I programmed him to say (I cri).
So here's how I think this should work. When you make an NPC, you are given the option to make a quest for that NPC to start when someone clicks on them, or you can just give them chat lines for it to cycle through randomly. For example, the command could be /npc create <name>. Then, you get a default steve npc with that name. To edit it, you type /npc edit <name> and then you can put one of the following arguments, like this: /npc edit <name> add chat <message you want him to say>. Or /npc edit <name> add quest <how many steps the quest will have>. For the quest command, after you specify how many quests, the plugin will prompt you to write the first step and continue to do that until you reach the specified amount of steps. This could always be canceled with /npc cancel quest. To delete your NPC, you would type /npc delete <name of npc>.
I know this is really ambitious and I'm probably being really stupid, but hey I'd like to see this in massive at some point :3
@Mecharic
Over at my faction Riverens, we have catacombs in it that nobody really knows about. We were planning to turn it into a quest for allies to do when they were bored, but we never got around to it as it would be too much work. There would be signs everywhere and it'd just be ugly.
Now, if there were a custom NPC that we could make and have our allies talk to to start the quest, it would be amazing. I mean, there would be no signs, and it'd just look cleaner and more neat all around.
Recruiting on the other hand, is what I'm even more excited for. Let's say you already recruited someone, but they want a house. And a job. And everything else that life has to offer. But you're a busy man, you've already got another recruit on his way. If you don't address the guy you got though, he's gonna get bored and /f leave faster than you can say MonMarty. If you had a custom NPC with a quest for new recruits to do at your /f home though, you could simply have the recruit talk to them and complete the quest that tells them how to: get a job, get a house, the names of the officers, and what they can do for fun.
BUT WAIT, THERE'S MORE! It would also eliminate the empty feeling that factions get one nobody is on but your lonesome. If I'm lonely, I no longer have to join general chat and make a bunch of worthless puns, I can just talk to my butler, Alfred, about the weather or some phrase that I programmed him to say (I cri).
So here's how I think this should work. When you make an NPC, you are given the option to make a quest for that NPC to start when someone clicks on them, or you can just give them chat lines for it to cycle through randomly. For example, the command could be /npc create <name>. Then, you get a default steve npc with that name. To edit it, you type /npc edit <name> and then you can put one of the following arguments, like this: /npc edit <name> add chat <message you want him to say>. Or /npc edit <name> add quest <how many steps the quest will have>. For the quest command, after you specify how many quests, the plugin will prompt you to write the first step and continue to do that until you reach the specified amount of steps. This could always be canceled with /npc cancel quest. To delete your NPC, you would type /npc delete <name of npc>.
I know this is really ambitious and I'm probably being really stupid, but hey I'd like to see this in massive at some point :3
@Mecharic