NpcTalk CheatSheet: Difference between revisions

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Thank you to Crosstine for most of these notes!
Thank you to Crosstine for most of these notes as well as Neptune for the information regarding PreChecks!


== General Parameters ==
== General Parameters ==
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Revision as of 18:32, 24 December 2025

Thank you to Crosstine for most of these notes as well as Neptune for the information regarding PreChecks!

General Parameters

Type: The NPC to appear by their [CharacterInfo] ID.

PosId: Position ID for the NPC to appear on. (Requires another tool to view/adjust coordinates.)

Example: TricksterMap. Under "Point Object Data" the "IDs" are shown and based on the "Type" using "General NPC".

RegionId: Region ID for the NPC to roam around in. (Examples of NPCs who use this: Wise Hen, Weirdo Hen, Spa Employee Mingo.)

Note: You probably notice a few main NPCs that look straight "down" sometimes. That's because their animations support other directions along with walking.

QuestId: ID to assign a quest from [QuestInfo], [MonsterQuestInfo], [ScenarioQuestInfo], or [PartyMonQuestInfo] tables. Ranges from QuestId to QuestId4, up to five quests.

Fun fact: If you're wondering about any NPCs that has 5 quests tied to them, it would be "JOKER" from "Underground Dev Room - Control Room" having all 5 as scenario quests.

TeleportId: ID used from [TeleportInfo] to provide a specified travel service using Galder. (Example: Pachi and Kochi teleporting services.)

NpcMoveId: ID used from [NpcMoveInfo] that provides travel or player movement related services with options and restrictions. (Generally for trials or from item trades.)

MsgTable: The message table containing the script of dialogue for the NPC to use. (NPCMsg tables.)

EventMsgTable: A message table containing the script of dialogue for story telling using multiple NPCs. (NpcEventMsg or NpcEventTalk tables.)

TutorialId: Tutorial related IDs that are no longer used. Leave at 0.

TutorialTable: Tutorial related tables that are no longer used. Can be ignored.

Note: These are best left alone, they were mainly used during in the early days of Trickster Online at Gate of Coral Beach for tutorials purposes (and Tangerine shopping).

TmQuestInfoId: N/A SkillId: N/A

Note: Unsure what these are used for. Leave them at 0.

ImgFileName: Image files used for the old tutorial course. Can be ignored. Subtype: NPC object behavior.

>? - Mapsign [1111]

>1 - Signpost [1110]

>0 - NPC

ShowboardID: Presents dialogue/text via the [Textboard] table.

Note: When placing a Signpost NPC. Subtype must be set to 1. Note 2: The Mapsign was something I stumbled across. Likely used during the very early days of Trickster Online as the world map feature wasn't available during that time.

Prerequisite Check Parameters

The following below are checks used to allow prerequisite conditions.

CheckQuestId: Quest ID of any regular quest to check for reference. Ranges from CheckQuestId to CheckQuestId2, up to three.

CheckQuestNum: Number of times said quest has been cleared. Ranges from CheckQuestNum to CheckQuestNum2, up to three.

CheckMonQuestId: Same as "CheckQuestId" but for monster hunting related quests.

CheckMonQuestNum: Number of times said monster quest has been cleared.

CheckItemId0: Item ID for the NPC to check.

CheckItemCnt0: Quantity of CheckItemId0 to check.

CheckItemId1: A second Item ID for the NPC to check.

CheckItemCnt1: Quantity of CheckItemId1 to check.

Note: Depending if both item checks are used. The "\CheckHaveItem" will have to be updated accordingly. (Example: \CheckHaveItem,16,16,16,12)

ActiveQuestID0: ID of any quest to check that is currently active. Ranges from ActiveQuestID0 to ActiveQuestID2, up to three.

Update: PreCheckType provides a more flexible and convoluted option. Which I've yet to fully explore.

PreCheckType: Conditions to influence NPC dialogue using checks. PreCheckType 9 Points to the [PreCheckInfo] table.

>10 -

>9 - Door of tribulation / Multichecks

>8 -

>7 - ItemStatInfo check.

>6 - Scenario quest clear check.

>5 -

>4 -

>3 - Equipment based check.

>2 - Active quest check.

>1 - Quest clear based check.

>0 -

Note:

  1. PreCheckType=9 is typically used when a large number of conditions are required.

PreCheckArg: ID to check based on PreCheckType when using PreCheckType=9

Thank you to Neptune for the information regarding PreChecks!

PreCheckYes: NpcMsg dialogue line to use if condition is met.

PreCheckNo: NpcMsg dialogue line to use to if condition is not met.

JobTypeFlag1: Character type flags to check.

JobTypeFlag2: Same as above. (WIP)

Example: \Check_Job,5,15 [NpcMsg_Relics_Npc341]

GiveItemID: ID of an item to receive.

TakeItemID: ID of an item to trade away.

Display Parameters

HeadMarkType: Icon to display above the NPC. (data\UI_nori\NPC_Head.nri)

100 - Tower of Chaos Icon

? - $ Icon

? - 9 Icon

? - 8 Icon

? - 7 Icon

? - 6 Icon

? - 5 Icon

? - 4 Icon

? - 3 Icon

? - 2 Icon

7 - TM Quest Icon

6 - ! Icon (Untested)

5 - Teleport Service/Wing Icon

4 - Key Quest

3 - ? Icon (Untested)

2 - Present Icon

1 - Story Quest/Scroll Icon

0 - Red Icon

MinimapMarkType: Icon to display for the NPC on the minimap. (data\UI_nori\MapUI.nri)

10- Story Quest Icon (Scenario)

9 - Key Quest (KeyQuest)

8 -

7 - Event/Yellow Icon (Event)

6 - Hidden

5 -

4 -

3 - PvP/GvG Icon (Colosseum)

2 -

1 - Teleport Service/Wing Icon (NewTeleport)

0 - Red Icon (Npc2)

>Note: The shop basket icon is automatically used for NPCs in "Shop_" related tables.

>Note 2: Minimap icons relating to portals aren't found here. (Clue: [MapboardHelpInfo_BunchIndex])

Extra icons to uncover/test later:

? - Shop Basket Icon (NewShop)

? - Dungeon Entrance Icon (Dungeon)

? - Mine Entrance Icon (Mine)

? - Bank Entrance Icon (Bank)

? - Monster Guild Icon (MonGuild)

? - Cora Skill Shrine Icon (SkillShrine)

? - Guild Entrance Icon (Guild Office)

? - House Entrance Icon (Building)

? - Conehat Icon (Fiesta)

TimerID: ID to use from the [Npc_TimeTable] for the NPC to show up at certain times.

>Example: Merchant Lorena's elemental crystal exchanges.

Other Remaining Parameters

VIPShopItemTable: Leonardo's Egg Shop table to use. (VIPShop table.)

TakeGelder: Amount of Galder to take.

GiveGelder: Amount of Galder to receive.

ItemStatID1: Points to the [ItemStatInfo] table where you can specify what item/stats are required.

? - ID to set. 0 - N/A. (Leave at 0 unless the PreCheckType is set to 7. More research needed.)

ItemStatID2: Probably the same as above but with extra steps. (For future research.)

Note: These are only used for the Scenario quests of the 3th and 4th stage of Don's Push in Beach Town - Paradise.

SkillCheckID: Skill ID to check. Ranges from SkillCheckID to SkillCheckID_2, up to three.

Note: Used for quests that provide a Skill Card as a reward. (Examples: Chi Sword, Flaming Fist, Poison Assault, Sacred Oath, etc.)

BossPartyZone: Map ID of the main boss lairs.

\CheckEnterPartyZone,1,2

1 - Condition met. Advance dialogue, clear to enter.

2 - Condition not met. Reject dialogue, boss hunt on cooldown. (You can re-enter in ## minutes.)

Note: The table [PartyZoneInfo] is where the "limitMinutesReEnter" can be adjusted.

EventSceneTable: Used for the Episode 6 credits. (Can be ignored.)

HarconShopTable: Shop tables that use a coin system from Harkon Defense. No further information available...