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New semi-dynamic NPC #33828
New semi-dynamic NPC #33828
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Minor changes need to pass travis tests.
Co-Authored-By: Mark Langsdorf <[email protected]>
Co-Authored-By: Anton Burmistrov <[email protected]>
Co-Authored-By: Anton Burmistrov <[email protected]>
Co-Authored-By: Anton Burmistrov <[email protected]>
Is there anything I should add/change with this PR for merge? |
Ok, so they're a crazy person that's obsessed with bones, that's weird but ok. |
That was the point - everyone else in the apocalypse seems to be far too logical. This is at least a bit more memorable than just random survivor. As for the armor, don't know what I am supposed to do. Just give her different armor? |
Turns out bone armor was made obsolete months ago and was only leftover in the files. Replaced with more generic armor.
Replaced the bone armor with more generic gear. Please let me know if anything else should be tweaked. Much obliged. |
Co-Authored-By: Kevin Granade <[email protected]>
@@ -413,7 +413,8 @@ | |||
{ "item": "church", "x": [ 14, 18 ], "y": [ 5, 14 ], "chance": 65 }, | |||
{ "item": "church", "x": [ 11, 12 ], "y": [ 5, 6 ], "chance": 65 }, | |||
{ "item": "jackets", "x": [ 12 ], "y": [ 14 ], "chance": 50 } | |||
] | |||
], | |||
"place_npcs": [ { "chance": 7, "class": "SEER_Brigitte_LaCroix", "x": 18, "y": 6 } ] |
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FYI, chance
is not a supported field in place_npcs
(although perhaps it should be), and so this NPC will always spawn here.
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How else should it be done?
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I believe the only way to get a non-certain probability of NPC spawning right now is to use nested mapgen. However, I think adding support for chance
is probably the better solution in the long term.
Does this NPC actually spawn? I’m asking as a modder - how and what conditions are set for this NPC to spawn? |
This pull request has been mentioned on Cataclysm: Dark Days Ahead. There might be relevant details there: https://discourse.cataclysmdda.org/t/is-npc-spawning-a-yes-no-thing/24443/4 |
SUMMARY: Content "Adds a new, somewhat dynamic NPC"
Purpose of change
I felt many of the NPC's felt the same in their interactions, so I tried to make an NPC that behaves differently in their interactions with the player, namely conversation and things like scamming them for gear.
Describe the solution
Added an NPC and painstakingly made most of the normal interactions by hand to be unique. While I do have ideas for more for the character, I was afraid people will dislike it and I would waste my time on additional content like it's own, minor faction.
That being said, it got a little out of hand and I ended up making it more interaction-reliant than I intended. It's certainly not Foodperson level, but it might be somewhere in between.
Additional context
Apologies for the probably numerous typos as my keyboard is broken and often fails.
I also want to add that the NPC does not have any special, mystical powers as to not break the setting - it is merely a belief it holds.