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Non-Playable Character Chat
http://web.miragesource.net/forums/viewtopic.php?f=210&t=1030
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Author:  Tony [ Tue Jan 02, 2007 12:06 pm ]
Post subject:  Non-Playable Character Chat

Non-Playable Character Chat
This was %100 done by Pando.
    Features
    NPC Say
    Player Response
    NPC Response
    Visual NPCS
This system will work when you press enter next to an NPC.
Tested on MS 3.03 and should work on 3.03 and mse v-x.
After This, your attacksay will not work.


First Serverside ::

Add this to the bottom of modGameLogic
Code:
Public Sub TalkToNpc(ByVal Player As Long, ByVal MapNpcNum As Long)
Dim MapNum As Long, NpcNum As Long
   
    ' Check for subscript out of range
    If IsPlaying(Player) = False Or MapNpcNum <= 0 Or MapNpcNum > MAX_MAP_NPCS Then
        Exit Sub
    End If
   
    ' Check for subscript out of range
    If MapNpc(GetPlayerMap(Player), MapNpcNum).Num <= 0 Then
        Exit Sub
    End If
   
    MapNum = GetPlayerMap(Player)
    NpcNum = MapNpc(MapNum, MapNpcNum).Num
   
   
    ' Make sure they are on the same map
    If IsPlaying(Player) Then
        If NpcNum > 0 Then
            ' Check if at same coordinates
            Select Case GetPlayerDir(Player)
                Case DIR_UP
                    If (MapNpc(MapNum, MapNpcNum).y + 1 = GetPlayerY(Player)) And (MapNpc(MapNum, MapNpcNum).x = GetPlayerX(Player)) Then
                        If Npc(NpcNum).Behavior = NPC_BEHAVIOR_FRIENDLY Then
                            Call SendNPCTalk(Player, MapNpcNum)
                        End If
                    End If
               
                Case DIR_DOWN
                    If (MapNpc(MapNum, MapNpcNum).y - 1 = GetPlayerY(Player)) And (MapNpc(MapNum, MapNpcNum).x = GetPlayerX(Player)) Then
                        If Npc(NpcNum).Behavior = NPC_BEHAVIOR_FRIENDLY Then
                            Call SendNPCTalk(Player, MapNpcNum)
                        End If
                    End If
               
                Case DIR_LEFT
                    If (MapNpc(MapNum, MapNpcNum).y = GetPlayerY(Player)) And (MapNpc(MapNum, MapNpcNum).x + 1 = GetPlayerX(Player)) Then
                        If Npc(NpcNum).Behavior = NPC_BEHAVIOR_FRIENDLY Then
                            Call SendNPCTalk(Player, MapNpcNum)
                        End If
                    End If
               
                Case DIR_RIGHT
                    If (MapNpc(MapNum, MapNpcNum).y = GetPlayerY(Player)) And (MapNpc(MapNum, MapNpcNum).x - 1 = GetPlayerX(Player)) Then
                        If Npc(NpcNum).Behavior = NPC_BEHAVIOR_FRIENDLY Then
                            Call SendNPCTalk(Player, MapNpcNum)
                        End If
                    End If
            End Select
        End If
    End If
End Sub


Add this to the bottom of Sub HandleData

Code:
    ' ::::::::::::::::::::::::::
    ' ::  Talk To NPC packet  ::
    ' ::::::::::::::::::::::::::
    If LCase(Parse(0)) = "npctalk" Then
        ' Try to talk to npc
        For i = 1 To MAX_MAP_NPCS
            Call TalkToNpc(Index, i)
        Next i
        Exit Sub
    End If


Add this to the bottom of modServerTCP
Code:
Sub SendNPCTalk(ByVal Index As Long, ByVal NpcNum As Long)
Dim Packet As String

    Packet = "NPCTALK" & SEP_CHAR & NpcNum & SEP_CHAR & Trim(Npc(NpcNum).Name) & SEP_CHAR & Trim(Npc(NpcNum).Say) & SEP_CHAR & Trim(Npc(NpcNum).PlayerResponse) & SEP_CHAR & Trim(Npc(NpcNum).NpcResponse) & SEP_CHAR & Npc(NpcNum).Sprite & SEP_CHAR & END_CHAR
    Call SendDataTo(Index, Packet)
End Sub


Find
Code:
' Update the npc

Replace all with
Code:
        ' Update the npc
        Npc(n).Name = Parse(2)
        Npc(n).Say = Parse(3)
        Npc(n).PlayerResponse = Parse(4)
        Npc(n).NpcResponse = Parse(5)
        Npc(n).Sprite = Val(Parse(6))
        Npc(n).SpawnSecs = Val(Parse(7))
        Npc(n).Behavior = Val(Parse(8))
        Npc(n).Range = Val(Parse(9))
        Npc(n).DropChance = Val(Parse(10))
        Npc(n).DropItem = Val(Parse(11))
        Npc(n).DropItemValue = Val(Parse(12))
        Npc(n).STR = Val(Parse(13))
        Npc(n).DEF = Val(Parse(14))
        Npc(n).SPEED = Val(Parse(15))
        Npc(n).MAGI = Val(Parse(16))


In Type NpcRec Replace AttackSay with
Code:
    Say As String * 200
    PlayerResponse As String * 100
    NpcResponse As String * 200


Now ClientSide::

Replace Sub NpcEditorInit with
Code:
Public Sub NpcEditorInit()
On Error Resume Next
   
    frmNpcEditor.picSprites.Picture = LoadPicture(App.Path & "\sprites.bmp")
   
    frmNpcEditor.txtName.Text = Trim(Npc(EditorIndex).Name)
    frmNpcEditor.txtSay.Text = Trim(Npc(EditorIndex).Say)
    frmNpcEditor.txtPlayerResponse.Text = Trim(Npc(EditorIndex).PlayerResponse)
    frmNpcEditor.txtNPCResponse.Text = Trim(Npc(EditorIndex).NpcResponse)
    frmNpcEditor.scrlSprite.Value = Npc(EditorIndex).Sprite
    frmNpcEditor.txtSpawnSecs.Text = STR(Npc(EditorIndex).SpawnSecs)
    frmNpcEditor.cmbBehavior.ListIndex = Npc(EditorIndex).Behavior
    frmNpcEditor.scrlRange.Value = Npc(EditorIndex).Range
    frmNpcEditor.txtChance.Text = STR(Npc(EditorIndex).DropChance)
    frmNpcEditor.scrlNum.Value = Npc(EditorIndex).DropItem
    frmNpcEditor.scrlValue.Value = Npc(EditorIndex).DropItemValue
    frmNpcEditor.scrlSTR.Value = Npc(EditorIndex).STR
    frmNpcEditor.scrlDEF.Value = Npc(EditorIndex).DEF
    frmNpcEditor.scrlSPEED.Value = Npc(EditorIndex).SPEED
    frmNpcEditor.scrlMAGI.Value = Npc(EditorIndex).MAGI
   
    frmNpcEditor.Show vbModal
End Sub

Public Sub NpcEditorOk()
    Npc(EditorIndex).Name = frmNpcEditor.txtName.Text
    Npc(EditorIndex).Say = frmNpcEditor.txtSay.Text
    Npc(EditorIndex).PlayerResponse = frmNpcEditor.txtPlayerResponse.Text
    Npc(EditorIndex).NpcResponse = frmNpcEditor.txtNPCResponse.Text
    Npc(EditorIndex).Sprite = frmNpcEditor.scrlSprite.Value
    Npc(EditorIndex).SpawnSecs = Val(frmNpcEditor.txtSpawnSecs.Text)
    Npc(EditorIndex).Behavior = frmNpcEditor.cmbBehavior.ListIndex
    Npc(EditorIndex).Range = frmNpcEditor.scrlRange.Value
    Npc(EditorIndex).DropChance = Val(frmNpcEditor.txtChance.Text)
    Npc(EditorIndex).DropItem = frmNpcEditor.scrlNum.Value
    Npc(EditorIndex).DropItemValue = frmNpcEditor.scrlValue.Value
    Npc(EditorIndex).STR = frmNpcEditor.scrlSTR.Value
    Npc(EditorIndex).DEF = frmNpcEditor.scrlDEF.Value
    Npc(EditorIndex).SPEED = frmNpcEditor.scrlSPEED.Value
    Npc(EditorIndex).MAGI = frmNpcEditor.scrlMAGI.Value
   
    Call SendSaveNpc(EditorIndex)
    InNpcEditor = False
    Unload frmNpcEditor
End Sub


Now setup 2 textboxes, 1 as txtPlayerResponse and the other NPCResponse. Set NPCResponse's multiline = true in properties. Now Rename txtAttackSay with txtSay. Change to multiline = true and then enlargen size of textbox.

Find the sub Sub CheckAttack(), Above that add
Code:
Sub CheckNPCTalk()
    If Trim(MyText) = "" Then
        Call SendData("npctalk" & SEP_CHAR & END_CHAR)
    End If
End Sub


Now Find
Code:
        If GetKeyState(VK_RETURN) < 0 Then
            Call CheckMapGetItem


below that add
Code:
            Call CheckNPCTalk


Now Find
Code:
        If KeyState = 1 Then
            If KeyCode = vbKeyReturn Then
                Call CheckMapGetItem


Below Add
Code:
                Call CheckNPCTalk


Replace Sub SendSaveNpc with

Code:
Sub SendSaveNpc(ByVal NpcNum As Long)
Dim Packet As String
   
    Packet = "SAVENPC" & SEP_CHAR & NpcNum & SEP_CHAR & Trim(Npc(NpcNum).Name) & SEP_CHAR & Trim(Npc(NpcNum).Say) & SEP_CHAR & Trim(Npc(NpcNum).PlayerResponse) & SEP_CHAR & Trim(Npc(NpcNum).NpcResponse) & SEP_CHAR & Npc(NpcNum).Sprite & SEP_CHAR & Npc(NpcNum).SpawnSecs & SEP_CHAR & Npc(NpcNum).Behavior & SEP_CHAR & Npc(NpcNum).Range & SEP_CHAR & Npc(NpcNum).DropChance & SEP_CHAR & Npc(NpcNum).DropItem & SEP_CHAR & Npc(NpcNum).DropItemValue & SEP_CHAR & Npc(NpcNum).STR & SEP_CHAR & Npc(NpcNum).DEF & SEP_CHAR & Npc(NpcNum).SPEED & SEP_CHAR & Npc(NpcNum).MAGI & SEP_CHAR & END_CHAR
    Call SendData(Packet)
End Sub


Add this to Sub HandleData
Code:
    ' ::::::::::::::
    ' :: NPC TALK ::
    ' ::::::::::::::
    If LCase(Parse(0)) = "npctalk" Then
       frmChatNPC.Visible = True
       frmChatNPC.txtNPCResponse.Visible = False
       frmChatNPC.txtNPCSay.Visible = True
       'put all the data into the correct area
       frmChatNPC.Caption = "Talking With " & Trim(Parse(2))
       frmChatNPC.txtNPCSay.Text = Trim(Parse(3))
       frmChatNPC.lblPlayerResponse.Caption = Trim(Parse(4))
       frmChatNPC.txtNPCResponse.Text = Trim(Parse(5))
       frmChatNPC.txtSprite.Text = Trim(Parse(6))
       Exit Sub
   End If


Create a new form called frmChatNPC and Setup textboxes. Name a textbox txtNPCSay, one txtNPCResponse, and txtSprite(Visible = false). Make the all visible = false. Now create a label called lblPlayerResponse. Create a picturebox called picSpriteLoader (Set AutoRedraw and AutoSize = true) and picNPC(DO NOT make AutoReDraw and AutoSize = true). Now add a timer and call it tmrNPC and set the interval to 50 Enabled = true. Double click the form and replace everything with
Code:
Private Sub Form_Load()
picSpriteLoader.Picture = LoadPicture(App.Path & "\sprites.bmp")
End Sub

Private Sub lblPlayerResponse_Click()
    If txtNPCResponse.Visible = True Then
        frmChatNPC.Visible = False
    End If
   
    txtNPCSay.Visible = False
    txtNPCResponse.Visible = True
    lblPlayerResponse.Caption = "Farewell."
End Sub

Private Sub tmrNPC_Timer()
Dim Cap As Integer
    Cap = txtSprite.Text
Call TransparentBlt(picNPC.hdc, 0, 0, 32, 64, picSpriteLoader.hdc, 128, Cap * PIC_Y, 32, 64, RGB(0, 0, 0))
End Sub


CHALLENGE! - Do the saving and Loading on your own :]

Tutorial Complete.

:: Pando

Author:  Lea [ Tue Jan 02, 2007 4:20 pm ]
Post subject: 

I love the way you put the "challenge" on the bottom. Throw out their source when they realize the tutorial isn't complete. I haven't tested it or anything,b ut good work.

Author:  Matt [ Tue Jan 02, 2007 5:46 pm ]
Post subject: 

Is that sarcasm, or do you really like that? O_o

Hard to tell.

Author:  Stomach Pulser [ Tue Jan 02, 2007 5:59 pm ]
Post subject: 

Nice, I like it!

Author:  Lea [ Tue Jan 02, 2007 6:35 pm ]
Post subject: 

I really do, I love screwing over newbs :P

Author:  grimsk8ter11 [ Tue Jan 02, 2007 7:31 pm ]
Post subject: 

Pando you should implement my system to it :-p or upload it somehwere for me xD

Author:  Obsidian [ Tue Jan 02, 2007 8:13 pm ]
Post subject: 

I agree with Dave... i do like the challenge... people can't just spend 30 seconds reading (or copying/pasting), and have a feature like this... they actually have to understand and do things a little on their own. Great job pando!

Author:  Tony [ Tue Jan 02, 2007 10:26 pm ]
Post subject: 

grimsk8ter11 wrote:
Pando you should implement my system to it :-p or upload it somehwere for me xD


Yeah, Ill add an "Add On" - by gramsk8ter11 later.

:: Pando

Author:  Obsidian [ Tue Jan 02, 2007 10:49 pm ]
Post subject: 

what system is grim talking about?

Author:  Tony [ Tue Jan 02, 2007 10:58 pm ]
Post subject: 

Oh, his npc chat system that he sent me. I'll see what I can do Grim :]

:: Pando

Author:  lordgivemick [ Sat Jan 27, 2007 3:38 am ]
Post subject: 

this is nice but could you also make it so you can have multiple choices. so that way it will make it more interactive.

Author:  Tony [ Mon Jan 29, 2007 7:59 am ]
Post subject: 

You do it. I'm not being nice anymore. Learn how to program and stop being a boob.

Author:  genusis [ Sat Feb 24, 2007 2:29 am ]
Post subject: 

The one I'm using already has the stuff I asked for really I had mine before this came out lol...

Author:  wanai [ Thu Dec 16, 2021 2:57 am ]
Post subject:  Re: Non-Playable Character Chat

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Author:  wanai [ Fri Feb 11, 2022 12:19 am ]
Post subject:  Re: Non-Playable Character Chat

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Author:  wanai [ Sun Mar 13, 2022 12:35 pm ]
Post subject:  Re: Non-Playable Character Chat

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Author:  wanai [ Thu Jun 16, 2022 1:52 pm ]
Post subject:  Re: Non-Playable Character Chat

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Author:  wanai [ Sun Sep 11, 2022 7:38 am ]
Post subject:  Re: Non-Playable Character Chat

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Author:  wanai [ Fri Nov 04, 2022 3:49 pm ]
Post subject:  Re: Non-Playable Character Chat

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Author:  wanai [ Sun Dec 11, 2022 3:55 pm ]
Post subject:  Re: Non-Playable Character Chat

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