TALK

Keywords: TALK

Category: Character

=== USER MANUAL === Usage: talk <npc> Description: Start an interactive conversation with an NPC. The NPC speaks and presents you with a numbered list of dialogue choices. Pick a number to respond, and the conversation branches accordingly. Conversation Flow: When you talk to an NPC, their dialogue appears followed by numbered options: <NPC name> says: Welcome to Camp Bravo, soldier. What can I do for you? 1) Tell me about the mission. 2) I need supplies. Q) End conversation Type a number to choose that option, or Q to leave at any time. Dialogue Features: Branching Each choice leads to a different node in the dialogue tree. Conversations can loop, branch, or end depending on how the NPC's dialogue was authored. Conditions Some choices only appear when certain conditions are met -- for example, a supply request might only show after you've accepted a mission briefing. Actions Choosing an option or reaching a node can set flags on your character that other dialogues, scripts, and game systems can check later. Terminal When the NPC has nothing left to say (no choices), the conversation ends automatically. Answering In Your Own Words: Some NPCs will take more than a menu choice. You can tell which, two ways: the options end with a (or answer in your own words) line, and the prompt reads Reply> rather than Choose>. Where you see those, type whatever you want instead of a number and the NPC will answer it. Those particular replies are improvised by an AI rather than written by hand, and they are conversation only: - Nothing said in a free reply changes the game. The NPC cannot give you anything, open anything, take you anywhere, or start or finish a quest by talking. Only the numbered choices do that. - It does not know how the game works and is instructed never to invent commands, items, places or rewards. If it strays into advice anyway, don't act on it -- check a helpfile instead. - Talking freely never moves you off the current node. Once the NPC answers you get the same numbered choices back, so you can chat as long as you like and still pick up the authored dialogue after. - The NPC remembers the last few things said in this conversation and forgets all of it once you leave. - What you type is sent to an outside AI service to be answered, and exchanges are kept in a log staff can review. Don't type anything you wouldn't want a stranger to read -- no real names, addresses, or passwords. Stay in character. - Sometimes an NPC will lose the thread, trail off, or think better of answering. That is normal. Ask again, or pick a numbered choice. Notes: - You must be standing and in the same room as the NPC. - Only NPCs with authored dialogue trees respond to talk. NPCs without dialogue will tell you they have nothing to say. - If the NPC dies or leaves the room mid-conversation, the dialogue ends immediately. - While in a dialogue, your normal input is captured by the conversation -- type numbers or Q, not regular commands. On a node that takes free text, anything that isn't a number goes to the NPC as speech. - At a Choose> prompt, any word starting with Q ends the conversation. At a Reply> prompt it takes exactly Q or quit, so that asking something like "quick, where are they?" is heard as a question rather than a goodbye. - While an NPC is considering your words, anything you type except Q is ignored until they answer. Q leaves without waiting. - You can talk to the same NPC again to revisit their dialogue. Conditions may produce different options based on earlier choices. Related Helpfiles: TELL, SAY === END MANUAL ===