So here is a rather long 1 hour tutorial (apologies) on how you can give the player the ability to manage a party by talking to NPCs
- The player can recruit companions via dialog with them. - They can dismiss them and then remove them from the party. - They can replace with another character again by a simple conversation. - There are no dependencies on other mods.
There is a also a variable for Maximum party size so you can restrict the number of companions (although the player can swap out whoever they like as long as they don't over do the maximum party number)
Here is the video tutorial which starts from a complete blank level. The code is in the link below (and is commented) if you would rather cut and paste.
Hi,Thanks for the video. Is there any way to make NPCs become a "follower", instead of a "companion", just like Deluros does on The Nameless Isle? Some kind of quests like escorting someone might just need a specific NPC joins our charming group and leaves after quest is completed.
// Procedure to add an NPC you are talking to the party.(as a follower) PROC PROC_AddPlayerToParty((CHARACTERGUID)_Char) AND CharacterGetDisplayName(_Char, _, _name) AND StringConcatenate(_name, " Has joined your party",_MsgDisplay) THEN DB_IsPlayer(_Char); CharacterIsPartyFollower(_Char); ShowNotification(_MsgDisplay);
// Procedure to remove NPC you are talking from the party as a follower PROC PROC_RemovePlayerFromParty((CHARACTERGUID)_Char) AND CharacterGetDisplayName(_Char, _, _name) AND StringConcatenate(_name, " Has left your party",_MsgDisplay) THEN NOT DB_IsPlayer(_Char); CharacterStopFollow(_Char); ShowNotification(_MsgDisplay);