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NPC API MelanieMelicious
WIKI SOON. An API for setting up interactive NPCs with dialogue, stores, quests, unlockable dialogue, and built-in save system! Can be built solely in-editor, but also can be edited with code. Find me in Lethal Company Modding Discord.
CHANGELOG
1.0.0
- Initial release!
- Added NPC script with public welcome trigger (to begin interacting with NPC). Typically just use an interact trigger, but you CAN activate it using something else. Also includes NPC name for chatbox, welcome message for initial interaction, and scrap spawn position for shops (FKKK I NEED TO ADD NATIVE OPTION FOR SPAWNING SCRAP BESIDES JUST FROM SHOP, but later). NPC script can be placed on ANYTHING, items, furniture, map objects, enemies, etc. Just know, if you place this on vanilla thumper for some reason, it will still attack you, BUT... you can talk to it!
- Added NPC chat node scriptable object. Includes NPC display text (what the NPC says when this node is active), response select text (your response in other chat nodes, that lead to this chat node), a list where you add response options (0 response options closes chat box when selecting this node), locked options based on indexes in response list, if this specific node has saveable interactions, if this node opens a shop instead of dialogue (and which shop), a list of quests that will allow them to be instructed, progressed, and completed here, and the ability to trigger unity events when activating this node. Save data key (for saveable chat nodes) depends on .asset name.
- Added NPC shop node scriptable object. Includes options to allow players to buy items for set amount of credits, sell items for their value (alongside any multiplier to this), if selling here contributes to quota, trades to turn in one item in exchange for another, and item lists for buying, selling, or trading items, either referenced directly, or by name (for third-party or vanilla items).
- Added NPC quest node scriptable object. Includes list of conditions to consider this quest complete, ability to progress conditions via unity event and condition index, OPTIONAL item (or item name) to check held player object to show "progress option" dialogue, ability to run unity event when completed, dialogue for unfinished quest, progression opportunity, and completion message, and a bool for when completed quest has been claimed (example, after completing a quest, and claiming a reward at an NPC). Save data key depends on .asset name.
- Usable unity events include: LockDialogue(index), and UnlockDialogue(index) for Chat Nodes, Progress(index), DespawnHeld(), and ClaimQuest(claim) for Quest Nodes, and Welcome() for NPC script.
- WILL ADD A WIKI FOR MORE DETAILED INSTRUCTIONS, SOON!