Wondering how one would go about setting up npc dialog utilising some of citizens alongside denizen scripting so that certain text would be read out randomly when a player gets within the vicinity of the npc, but then having designated lines of text ordered specifically when right clicking the npc. Would you suggest setting up the npc text so that it covers the random text output when your moving nearby, but the denizen script covers the right clicking of the npc to trigger the ordered dialog? I dont know how you'd override the npc text right clicking so that it doesn't read out the randomly selected read out text to be triggered when your walking nearby. Not sure if theres a better way to do this. I dont think citizens can do the above without denizen.
#(mineshaft87) NPC dialog
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(mineshaft87) NPC dialog
Hi I'm AutoThreadBot! Don't mind me, I'll just be adding the helper team to this thread so they can see it. A human will get to you soon.
!g who am I
View the guide page 'Who Am I: Assignment Scripts (PARTIAL)' at: https://guide.denizenscript.com/guides/npcs/assignment-scripts.html
!g what do i do
View the guide page 'What Do I Do: Interact Scripts (PARTIAL)' at: https://guide.denizenscript.com/guides/npcs/interact-scripts.html
thanks oh theres also proximity triggers in the tutorial too, i imagine its better to just use denizen over blending npc text from citizen configuration. quick question performance wise would the proxmity trigger in particular cause more memory/performance usage? then say citizens text thing?
nope, shouldn't cause any issues with memory or performance. if you're encountering any issues, feel free to attach a spark report to let us know
if you have any other questions related to this, feel free to ask them here. otherwise,
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