Who else plays and makes adventure maps and is tired of putting signs as dialogue for the villagers for quests and what not.
My idea is there should editable dialogue added in 1.4. While the books helped a lot you still cant make a good adventure map story without something like this. My idea is that when right clicking a villager it will bring you to a gui menu where you either click an emerald icon to see their trade or click a dialogue icon to see their text, If they dont have dialogue available then right clicking will bring you straight to their trade. The only way to add dialogue is to activate creative mode and right click a villager and you will see the same menu I described, except when clicking on the dialogue icon it will give and empty text section which you can type in and give them their dialogue. Also you can make it so events trigger a change in dialogue, such as activating a command block (Just added in snapshot 12w32a) or Killing a certain amount of enemies or even talking to another villager or multiple events. Something like this would probably be fairly easy to code in and would make adventure maps more fun to play and edit, By taking out the signs people are forced to use to add dialogue and letting you talk to the villagers which are currently mindless brown squidwards who give you rip off deals. Let me know what you think and how to improve idea in comments below.
P.S. The beacon block is kinda stupid and useless unless used as decoration but since its a work in progress i'll trust it will turned into something good.
Do you mean, villagers giving out quests? If so, you can view the thread that opens when you click my signature. Else, I don't understand what you mean, I've never played on adventure mode.
Do you mean, villagers giving out quests? If so, you can view the thread that opens when you click my signature. Else, I don't understand what you mean, I've never played on adventure mode.
Meaning Adventure maps makers can give dialogue to villagers so they can give out quests and what not. Adventure mode is what you use when playing an adventure map.
Meaning Adventure maps makers can give dialogue to villagers so they can give out quests and what not. Adventure mode is what you use when playing an adventure map.
Ah, so making up your own quests and such?
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That would be fairly hard to implement... How would you code (program) your own quests and such?
I wanted a feature added in 1.4 where you could give dialogue to villagers which you just type in, villager's dialogue can change from events that put in their using commands. For example-
I go to a villager change their dialogue to say "Go press that button over there" Pressing that button would activate a command block which will change the villagers dialogue to "Good work".
You could give the villager a name and make it so pressing that button would change said villager's dialogue.
I wanted a feature added in 1.4 where you could give dialogue to villagers which you just type in, villager's dialogue can change from events that put in their using commands. For example-
I go to a villager change their dialogue to say "Go press that button over there" Pressing that button would activate a command block which will change the villagers dialogue to "Good work".
You could give the villager a name and make it so pressing that button would change said villager's dialogue.
I suppose you can do something with redstone to make easy simple quests, but would be odd.
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This is an awesome idea, but I agree that having actual quests with goals that can be completed to change the dialogue of the villager would be very difficult to make happen.
At the very least though, I think having the ability to enter text for a villager to say would be useful. They could give you a "quest" like, "walk towards the mountains in the East, there you will find blah blah blah." Though you wouldn't get any credit for "completing" the quest, it would serve the purpose of giving a more realistic form of direction to the game. Instead of finding a sign with the info just siting there, you actually have to seek out a specific person who tells you your next step in the game.
I suppose you can do something with redstone to make easy simple quests, but would be odd.
And killing a certain villager or amount of enemies would also trigger a change of dialogue like "The zombie hoard has been defeated! Without you we would have certainly have been part of their group of infected monsters!"
This is an awesome idea, but I agree that having actual quests with goals that can be completed to change the dialogue of the villager would be very difficult to make happen.
At the very least though, I think having the ability to enter text for a villager to say would be useful. They could give you a "quest" like, "walk towards the mountains in the East, there you will find blah blah blah." Though you wouldn't get any credit for "completing" the quest, it would serve the purpose of giving a more realistic form of direction to the game. Instead of finding a sign with the info just siting there, you actually have to seek out a specific person who tells you your next step in the game.
Yah My post that was the idea at first, I just added the change in dialogue thing because it would make quests possible. It's not actually as hard as you think. I'm just having a hard time explaining it.
Yah My post that was the idea at first, I just added the change in dialogue thing because it would make quests possible. It's not actually as hard as you think. I'm just having a hard time explaining it.
It is probably my lack of coding experience that would make me think it is difficult. I suppose to just use some kind of If;Then argument for a player to get a certain Item ID or reach a certain coordinate you could make things run smoothly.
It is probably my lack of coding experience that would make me think it is difficult. I suppose to just use some kind of If;Then argument for a player to get a certain Item ID or reach a certain coordinate you could make things run smoothly.
Yes that makes my point a little more clear. I was thinking something like if you were doing an adventure map were your protecting a village from zombies, A villager could say go activate the dam. So pressing the button would break the dam and wash out the zombies but also activate a control block which was commanded to trigger a change in the original Npcs dialogue so he congratulates you for helping the village and finishing the adventure map.
This topic needs help! I totally support! Let me explain my idea.
I see the talking villagers like the peoples in the Final fantasy games.
A REALLY simple basic talk. We'll don't have an actual conversation with it. So when we click to trade, we could just see what they say above the trade menu right?? That's simple! If they say more than what we can see, a button could appear to let us scroll through what he says. So the trading menu would still be accessible all the time. No secondary menu. And in creative we could acess a simple menu, like the place where we write the title of the topics in the forums. We just write what we want him to say and it's done! And the villager would only say 1 thing, the thing we wrote. That's really easy and simple to code.
That's an element of quests. The elements of quests in Minecraft don't absolutely have to modify some coded variable imbeded in the game to create a quests. In Minecraft we have plenty of stuff to create independent elements that will react as we previously setted them, like if a game was coded. We can manage to create almost complete quests, and the talking villager is a crucial lack to reach that.
Yea like Zelda II hehe! I loved this game by the way hehe!
I'm on a mini rpg building, and at some point you have to find a tavern and talk to the owner. And I imaginated it standing on the other side of the bar and when I click on it, it will tell something like "The thing you want to find is in my room 23 and the switch is in the basement".
I know that Rex1900Roblox. But I also think that this simple basic menu should really be add for those who need to have a "What You See Is What You Get" interface in the creative mode to do it.
My idea is there should editable dialogue added in 1.4. While the books helped a lot you still cant make a good adventure map story without something like this. My idea is that when right clicking a villager it will bring you to a gui menu where you either click an emerald icon to see their trade or click a dialogue icon to see their text, If they dont have dialogue available then right clicking will bring you straight to their trade. The only way to add dialogue is to activate creative mode and right click a villager and you will see the same menu I described, except when clicking on the dialogue icon it will give and empty text section which you can type in and give them their dialogue. Also you can make it so events trigger a change in dialogue, such as activating a command block (Just added in snapshot 12w32a) or Killing a certain amount of enemies or even talking to another villager or multiple events. Something like this would probably be fairly easy to code in and would make adventure maps more fun to play and edit, By taking out the signs people are forced to use to add dialogue and letting you talk to the villagers which are currently mindless brown squidwards who give you rip off deals. Let me know what you think and how to improve idea in comments below.
P.S. The beacon block is kinda stupid and useless unless used as decoration but since its a work in progress i'll trust it will turned into something good.
Meaning Adventure maps makers can give dialogue to villagers so they can give out quests and what not. Adventure mode is what you use when playing an adventure map.
Ah, so making up your own quests and such?
Yes pretty much and adding extra text for fun too
That would be fairly hard to implement... How would you code (program) your own quests and such?
I wanted a feature added in 1.4 where you could give dialogue to villagers which you just type in, villager's dialogue can change from events that put in their using commands. For example-
I go to a villager change their dialogue to say "Go press that button over there" Pressing that button would activate a command block which will change the villagers dialogue to "Good work".
You could give the villager a name and make it so pressing that button would change said villager's dialogue.
Yea but its mainly an idea to make adventure maps better
I suppose you can do something with redstone to make easy simple quests, but would be odd.
At the very least though, I think having the ability to enter text for a villager to say would be useful. They could give you a "quest" like, "walk towards the mountains in the East, there you will find blah blah blah." Though you wouldn't get any credit for "completing" the quest, it would serve the purpose of giving a more realistic form of direction to the game. Instead of finding a sign with the info just siting there, you actually have to seek out a specific person who tells you your next step in the game.
And killing a certain villager or amount of enemies would also trigger a change of dialogue like "The zombie hoard has been defeated! Without you we would have certainly have been part of their group of infected monsters!"
Yah My post that was the idea at first, I just added the change in dialogue thing because it would make quests possible. It's not actually as hard as you think. I'm just having a hard time explaining it.
It is probably my lack of coding experience that would make me think it is difficult. I suppose to just use some kind of If;Then argument for a player to get a certain Item ID or reach a certain coordinate you could make things run smoothly.
Yes that makes my point a little more clear. I was thinking something like if you were doing an adventure map were your protecting a village from zombies, A villager could say go activate the dam. So pressing the button would break the dam and wash out the zombies but also activate a control block which was commanded to trigger a change in the original Npcs dialogue so he congratulates you for helping the village and finishing the adventure map.
I see the talking villagers like the peoples in the Final fantasy games.
A REALLY simple basic talk. We'll don't have an actual conversation with it. So when we click to trade, we could just see what they say above the trade menu right?? That's simple! If they say more than what we can see, a button could appear to let us scroll through what he says. So the trading menu would still be accessible all the time. No secondary menu. And in creative we could acess a simple menu, like the place where we write the title of the topics in the forums. We just write what we want him to say and it's done! And the villager would only say 1 thing, the thing we wrote. That's really easy and simple to code.
That's an element of quests. The elements of quests in Minecraft don't absolutely have to modify some coded variable imbeded in the game to create a quests. In Minecraft we have plenty of stuff to create independent elements that will react as we previously setted them, like if a game was coded. We can manage to create almost complete quests, and the talking villager is a crucial lack to reach that.
I'm on a mini rpg building, and at some point you have to find a tavern and talk to the owner. And I imaginated it standing on the other side of the bar and when I click on it, it will tell something like "The thing you want to find is in my room 23 and the switch is in the basement".
Seriously Command Blocks would do your trick. Try checking out Hypixel maps.