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Branched Chat System


Robin
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@Robin:

> @Kinjiru:
>
> > Thats awesome robin, can you maby make a tutorial when your done to show how to do all this?
>
> Don't quote huge images like that. And I may do eventually. It's still in it's infancy, however. I'm contemplating either creating an editor & storage system to make it editable without re-compiling the source code, or creating a hashmap to call the different NPC's conversations to make it more organised.
>
> At the moment it's nearly as bad as the monolithic packet handlers you guys used to use. xD

Well if you go with the first option it would be easier for updating, plus you wouldn't have to recompile your client and send out a new update every time you add a quest or npc.
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If you're serious about a game, you won't just add new content to your active server straight away. You'll set up a development server, test it out fully, then update your active server with it.

**Update!**

Added remote chat. You can place a tile on the map which will activate the chat with any NPC on the map, as long as you're facing the right way (You set which direction is required when you set the tile). This allows you to talk to NPCs who you can't get next to, such as shop keepers.

![](http://img15.imageshack.us/img15/1592/smithy.png)
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