TALK
Keywords: TALK
=== 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.
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.
- 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 ===