Lesson One: What is a Conversationalist NPC? It is a "Programmable" NPC that has the ability to use an Inkle dialogue script applied to it by the player. In this tutorial we will show how to use the Inkle language to add custom dialogue to your NPC. You can find the Conversationalists in the Crown Shop for 1,350 crowns. There are 8 Conversationalists in the crown store (4 female and 4 male) and some players got one with their pledge or through rewards. In this Post, we are going to get you started programming your Conversationalist NPC with as little fuss as possible. We will start with the basics to get you going, and then cover a few more things in a bit more detail. All of the advanced features of Inkle scripting are not implemented in SotA. More of the advanced functions will have to be added as improvements over time. All of the methods and functions discussed here are fully operational in SotA. Now to the question of "where does My Conversationalist NPC live?" S/He lives in your SotA data folder which can be found by going into the game and typing "/datafolder" in the chat box (this will open the folder on your computer) and then opening the "Custom NPC" folder. This is where you will place your dialogue scripts. Make a note of the folder location. Use your favorite text editor to create a test dialogue script and add the following into the editor: Our very first dialogue script: Code: ->START ==START Hello! ->END Once this text is in the editor, save it (using text file format) in the folder location and name it after your NPC or in some descriptive manner for what the dialogue is used for and use the extension ".ink". For example, I named mine "helloWorld.ink". NOTE: this is the absolute bare minimum you can have for a functioning Conversationalist. (We will explain those parts in a bit) Save the file and go to your Conversationalist NPC in game and right click it in your inventory or bank. (NOTE: The NPC dialogue can not be changed while the NPC is placed in the game world.) Now, when you right click the NPC, you will get the option to "Edit Dialogue" and at the bottom of the next window will be "Import Content". click this and select the file for your NPC (in this case helloWorld.ink) Finally, place your NPC (at this point you can right click and rename the NPC if you like, I think I'll call mine "Henry") and VIOLA! your very own walking talking Buddy! Now at this point Henry is a bit Dull... We will fix that as we move forward.