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recruiting static NPCs makes them lose their static traits #66397

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merged 4 commits into from
Jun 24, 2023

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Daved27hundred
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@Daved27hundred Daved27hundred commented Jun 23, 2023

Summary

None

Purpose of change

The NPC traits "ignore sounds" and "will not bash" were not set to be invisible in the traits menu, meaning NPCs with them that could be recruited (Meteorologist mostly) would display them if you asked to know about them.

Describe the solution

added player_display: false to both traits Maleclypse suggested I have the NPCs lose said traits once they're recruited.

@github-actions github-actions bot added [JSON] Changes (can be) made in JSON Mutations / Traits / Professions/ Hobbies Mutations / Traits / Professions/ Hobbies json-styled JSON lint passed, label assigned by github actions astyled astyled PR, label is assigned by github actions labels Jun 23, 2023
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The correct fix for this would be to remove those traits when the character becomes a follower. This would break things further by making follower NPCs have weird behaviour that is impossible to easily identify. Those two traits break followers regularly. Sorry :(

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Do not merge as is.

@Daved27hundred Daved27hundred marked this pull request as draft June 23, 2023 01:47
@Daved27hundred
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Understood, what do you suggest I do instead?

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"success": {
          "topic": "TALK_AGREE_FOLLOW",
          "effect": "follow",
          "opinion": { "trust": 1, "value": 1 },
          "npc_lose_trait": [ "RETURN_TO_START_POS", "NO_BASH", "IGNORE_SOUND" ]
        },

Update the meteorologist follow dialogue to include the npc_lose_trait line. Same for any other characters that have any of those three traits. Make sure to only remove the traits they already have.

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got it - I'll start this tomorrow, it's quite late.

@github-actions github-actions bot added the BasicBuildPassed This PR builds correctly, label assigned by github actions label Jun 23, 2023
@Daved27hundred Daved27hundred changed the title set player_display to false on some NPC traits that were missing them recruiting static NPCs makes them lose their static traits Jun 23, 2023
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Daved27hundred commented Jun 23, 2023

image
@Maleclypse Is this where it should go? I'm not very familiar with NPC code. Can't find the TALK_AGREE_FOLLOW line in here so I think I might be in the wrong place. (npcs/other/meteorologist.json)

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Ah ha. So you're going to want to go to TALK_COMMON_OTHER.json and then any effect that includes follow your going to want to add "npc_lose_trait": [ "RETURN_TO_START_POS", "NO_BASH", "IGNORE_SOUND" ] apparently I didn't realize when I did the first one that the different reasons to persuade an npc to follow you used different talk topics. Which I should have. Sorry

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Should I remove the player_display: false lines I added?

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Maleclypse commented Jun 24, 2023

Should I remove the player_display: false lines I added?

Yes please. That way if other people add new follows we'll know something has gone wrong.

edit: Maybe even write in some "if you see this trait here's where things have gone wrong"?

@Daved27hundred Daved27hundred marked this pull request as ready for review June 24, 2023 03:23
@Maleclypse Maleclypse merged commit d505f22 into CleverRaven:master Jun 24, 2023
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2 participants