Join GitHub today
GitHub is home to over 36 million developers working together to host and review code, manage projects, and build software together.
Sign upHallucinatory NPC #28157
Conversation
Fris0uman
added some commits
Feb 9, 2019
This comment has been minimized.
This comment has been minimized.
|
Hallucination don't spawn with a pre determined attitude because the code doesn't use npc template. Which should mean that they can have any attitude random npcs have, and so some will just run away from you. |
This comment has been minimized.
This comment has been minimized.
Mcrone617
commented
Apr 14, 2019
|
If you can, at least for testing purposes make it so the NPCs approach the player? especially if people will be doing the "prison challenge" the NPC might just spawn above ground and run into the forest. Having the NPC gun towards the player might be better for this testing build. You can always change it back after the testing period. Otherwise I did a little more testing, aside from the NPC running away they seemed fine on my end, they were pretty convincing at first glance, which is the intended idea. |
This comment has been minimized.
This comment has been minimized.
|
Seems to me that the attitude of the hallucination is also something to test, if it turns out that they always run away for exemple we'll definitly want to change something but if there's a convincing mix of running away and going to the player it might be ok. |
This comment has been minimized.
This comment has been minimized.
Mcrone617
commented
Apr 14, 2019
Whatever you feel is best, feel free to make changes, I'll probably make the Reddit post in about 5-6 hours or so, so if you want to do some last minute changes feel free, otherwise I'll just post your link around then. I'll let you know about the post also, I encourage you to talk to the people on the reddit thread, often people leave some decent feedback there also. |
This comment has been minimized.
This comment has been minimized.
Mcrone617
commented
Apr 14, 2019
|
Just posted the Reddit post, so here's the link: https://www.reddit.com/r/cataclysmdda/comments/bd8k91/pr_testing_needed_on_hallucinatory_npcs/ |
Fris0uman
added some commits
Apr 15, 2019
ZhilkinSerg
removed their assignment
Apr 21, 2019
Fris0uman
added some commits
Apr 24, 2019
DarianLStephens
reviewed
May 2, 2019
src/npcmove.cpp Outdated
Fris0uman
added some commits
May 2, 2019
ZhilkinSerg
self-assigned this
May 4, 2019
Night-Pryanik
reviewed
May 11, 2019
data/json/npcs/talk_tags.json Outdated
Night-Pryanik
reviewed
May 11, 2019
src/ranged.cpp Outdated
Fris0uman
and others
added some commits
May 11, 2019
ZhilkinSerg
removed their assignment
May 11, 2019
kevingranade
merged commit d5d497a
into
CleverRaven:master
May 11, 2019
This comment has been minimized.
This comment has been minimized.
That happens because You need to assign default value in that struct or better yet set some random value like here: Cataclysm-DDA/src/creature.cpp Lines 568 to 585 in 9565c64 Caused #30555, btw. |
Fris0uman commentedFeb 10, 2019
•
edited
Summary
SUMMARY: Content "Adds hallucinatory NPCs"Purpose of change
Adds NPCs that are hallucinations, they do everything NPCs can do except interact with the physical world. They might still pretend to attack monster, drop or throw items and heal other NPCs or Player.
Describe the solution
Describe alternatives you've considered
Additional context
There's still some stuff that don't work :
I'm not sure the HALLUCINATION trait is useful since it's redundant with is_hallucination(), maybe NC_HALLU classe is enought and NPC from this classe get hallucination = true on spawn, I don't know what's the best practice here.