# Adding a talkable NPC An NPC/sign is just an immovable `Entity` that mixes in `Dialogable`. Bumping it (a rejected move) opens the dialogue box. Talking is the same everywhere — you only supply **art** + **a story**. ## 1. Write the story Create `stories/.ink` — a line, a few choices, an ending: ```ink yo wassup * kick the sign it doesnt budge. * [say nothing] you have nothing to say to a sign. - -> END ``` ## 2. Compile it The game can't parse `.ink` (LÖVE has no lpeg), so compile to a `.lua` book: ```sh lua tools/compile_ink.lua ``` Re-run this **every time you edit the `.ink`** — the game loads the `.lua`, not the `.ink`. (Needs `lua` + `lua-lpeg` installed.) ## 3. Load the book In `main.lua`, next to `startSignBook`: ```lua Book = require "stories." ``` ## 4. Make the entity In `npc.lua`, copy `Sign` — pick your art and name your book: ```lua Oracle = class("Oracle", Entity) Oracle:include(Dialogable) function Oracle:initialize(x, y) self.book = oracleBook -- from step 3 Entity.initialize(self, { x = x, y = y, color = "red", collision = "unmoveable", sprites = { red = loadSprite("art/npc/oracle_r.png"), green = loadSprite("art/npc/oracle_g.png"), blue = loadSprite("art/npc/oracle_b.png"), }, }) end ``` Per-channel art lives in `art/npc/` as `_r/_g/_b.png` (16px cells). ## 5. Place it in a room Map a save class to your entity in `Room:createEntity` (`room.lua`), alongside the `npc` → `Sign` branch: ```lua if class == "oracle" then local entity = Oracle:new(x, y) self:registerNpc(entity) return entity end ``` Then add it to a room's `rooms/.sav` `objects` list: ```lua { class = "oracle", x = 4, y = 8 } ``` That's it — walk into it and it talks. NPCs are stamped into every colour's collision matrix, so they block movement and obey the world's colour rules (a red-only player reads them in red).