Downloads containing npcHelp.asc

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TSF with JJ2+ Only: NpcBunnies Cranky Mutator N/A Download file

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namespace npcHelp
{
string NPC_HELP_TEXT =
	"NPC Designer help.\n\n"
	+ "Welcome to the NPC script by |||Cr|an||||||ky.\n"
	+ "NPCs can chat, give out quests & rewards, fight monsters, guide or follow the player around. You can even have multiple NPCs following a player at the same time.\n"
	+ "The purpose of this script is to give level creators the option to enhance their levels with this NPC feature that may be able to breathe more life into their stories. I hope you enjoy it!\n"
	+ "The NPC editor is designed to be pretty intuitive. However, here are some instructions about some of its menus.\n"
	+ "\n\n"
	+ "|||CREDITS|||\n"
	+ "I want to thank FawFul, SuperJazz, |||Clank|[NC]|| and Zero[CDF] for the characters help, as well as Violet and Seren for the occasional scripting ideas.\n"
	+ "I also want to thank: |k10-287[HsC]|||||, |||||||Usagi|||||||[NC] ||and |||||Helga|[NC]|| for the bug reports, as well as the whole NC clan for their patience and testing.\n"
	+ "Special thanks to ||Fabian||[NC] ||for inspiring this script.\n"
	+ "If I forgot to mention anyone, please forgive my omission, and let me know.\n\n"
	+ "|||EDIROT DETAILS:|||\n"
	+ "This window can be opened with:\n"
	+ "	!npcEdit, !npcEditor, !npcDesigner\n"
	+ "Although this help menu is available for reading with !npcHelp, the actual NPC Designer/Editor can only be opened by server/admins with certain setup.\n"
	+ "As the server, you can open this window anytime.\n"
	+ "Its purpose is to act like an editor for NPCs.\n"
	+ "If you wish to allow admins to access it as well, in your ||||admin.ini|| you will need to add an NpcBunniesAdmin category.\n"
	+ "Find a sample in ||||npcAdminSample.ini\n\n"
	+ "Other useful commands:\n" 
	+ "Type ||||!respawnMonsters|| as an admin to respawn missing monsters and bosses for testing helper fighting.\n"
	+ "\n"
	+ "|||ADDING NPCs TO YOUR LEVEL:|||\n"
	+ "This npc script comes with an .asc (simple script) and a .mut (mutator) version.\n"
	+ "If you wish to include NPCs in your level go to <yourLevelName>.j2as and on the top write: \n"
	+ "#pragma require npcBunnies.asc\n"
	+ "#include npcBunnies.asc\n"
	+ "If the .j2as file is not automatically created, create a text file with the same name as your level and change its extension to j2as.\n"
	+ "The mutator can be useful when you want to edit levels before editing these scripts.\n"
	+ "However, I would recommend using the script, as that way only levels that need NPCs will have the code running.\n"
	+ "\n"
	+ "|||MAIN MENU DETAILS:|||\n"
	+ "From this editor you can Create/Edit/Delete NPCs, even Undo delete in case you did a mistake.\n"
	+ "You can navigate through the editor with the mouse or arrow keys. Notice however that left/right will act similar to up/down.\n"
	+ "The NPCs can be: characters (bunnies), monsters, bosses and finally static.\n"
	+ "The static NPCs might need an additonal description: unlike the other NPCs that have some character/monster animation spawned, these NPCs will use the animation that is behind them, on the tileset.\n"
	+ "It can be useful when you have a certain character drawn only in the tileset, and you want to give it dialogue lines, quests, etc.\n"
	+ "Still, they will be limited as their name suggests: *static*. They will not be able to follow you around, or guide you.\n"
	+ "\n"
	+ "|||What do the other options on the main menu do?|||\n"
	+ "||||Big dialogue animations: ON|| loads those big bunny animations for the dialogue.\n"
	+ "If this setting is OFF, player heads, or sometimes the standing character animation will be used instead.\n"
	+ "By default, not all monster/boss animations are loaded, only those which are already in the level.\n\n"
	+ "||||All monster/boss animations: ON|| loads every configured NPC monster/boss animation; when switched from OFF to ON, the full effect applies after level restart.\n"
	+ "When it is OFF, the character picker only offers monster/boss animations already loaded by the level/script or by Load additional monsters.\n"
	+ "||NOTE:|||| Existing NPCs keep their saved monster/boss type even if its animation is not currently available.\n\n"
	+ "||||Load additional monsters|| lets you individually load monster/boss animations, unless they are already fully loaded.\n"
	+ "\n"
	+ "|||CREATING AN NPC:|||\n"
	+ "The NPC coordinates, settings, dialogue lines, quests and guide paths will be saved in a <levelName>_npc.asdat file.\n"
	+ "When you create a new NPC you can choose which character you want it to be. The create NPC menu only offers characters.\n"
	+ "You can change that later from the NPC editor menu, and even change the type: monster/boss, and choose which monster/boss you prefer.\n"
	+ "Finally you can also choose the static NPC type.\n"
	+ "\n"
	+ "|||EDITING AN NPC:|||\n"
	+ "From the NPC Designer main menu you can choose any NPC in the level and edit it\n"
	+ "However, if you are the server/admin when you go near the NPC, aside from the *Y* key that opens the NPC dialogue, you will also see the *E* key. This opens the NPC edit menu for that specific NPC directly.\n"
	+ "From there you can change basic properties like: NPC's name, fur, size, speed, accessories (hat, scarf, glasses), position and the direction in which the NPC is facing.\n"
	+ "||NOTE:|||| as of this moment only hats are placed correctly. As of this moment, the other accessories are experimental.\n"
	+ "\n||||Can follow: ON|| makes the NPC able to follow the player around.\n"
	+ "||NOTE:|||| to save on the animations and frames that are loaded, not all character animations are there. Also, pathfinding is quite a intensive task, so you might notice that the NPCs don't move like regular characters when following or guiding. That is done to save on processing time.\n"
	+ "\n||||PUSHABLE: ON|| makes the player able to push an NPC around. If this is turned off, the NPC cannot be moved from it's position by pushing.\n"
	+ "\n||||Fighting: ON|| makes the NPC able to fight alongside the player when encountering monsters.\n"
	+ "\n||||Edit Dialogue|| allows you to edit the dialogue lines, quests and rewards.\n"
	+ "-> Dialogues can be of several types: simple dialogues, the NPCs talk to the player, and you can even have multiple NPCs join in on the conversation by changing the ||||Speaker||.\n"
	+ "-> You can also have the NPC ask a question and give the player multiple choices or a text answer. You can edit which answer is right/wrong.\n"
	+ "-> Last but not least, you can have the NPC give out quests and rewards. These have their own submenus where you can add questline dialogues, items to collect, monsters/bosses to defeat and rewards which can be items, triggers or even unblocking guide paths. There is also a quest window that can be opened with *Q*, which lists out the player active quests.\n"
	+ "\n||||Edit Shop|| allows you to add item and prices to the NPC shop. If no items are added players will see *This NPC sells no items*\n"
	+ "\n||||Has guide: ON|| turns on the ability of that NPC to guide the player around the level. You will be able to edit the paths from ||||Edit guide|| submenu.\n"
	+ "\n"
	+ "";

}