version 5 by Michael Martin
- Section: Defining quips
- Section: Making people talk
- Section: Intermingling conversation with other activities
- Section: Customizing messages
- Example: *** Joe Schmoe Revisited - A reimplementation of David Glasser's PHTALKOO.H example, with additions showing interaction with Reactable Quips and independent conversations.
Quip-Based Conversation builds upon the Reactable Quips extension to provide a table-driven conversation system for NPCs smoothly handles Photopia or LucasArts-style conversation menus. The player character may initiate conversation with a >TALK TO NPC command. After an optional greeting exchange, the player selects dialogue from a menu. Options may become available or unavailable as a result of these statements. The basic functionality of Reactable Quips is retained; NPCs may occasionally say or do things that demand or imply some kind of reaction from the PC -- the player must then choose some option off a new menu to characterize the reaction. After the reaction is selected, the traditional menus return.