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Releases: FugginBeenus/notches-currency-fabric

Notch Currency 0.10.4

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@FugginBeenus FugginBeenus released this 20 Aug 17:34

0.10.4

Fixed

Three of the preset NPC skins had stray pixels in a corner of the skin file.
Resource packs like Just Expressions read that corner as
settings, so those NPCs came out with smeared faces.

NPC editor

Move, Rotate and Size had a label running off the edge of the panel and a button
hanging off the bottom. The rows line up now.

Notch Currency 0.10.3

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@FugginBeenus FugginBeenus released this 20 Aug 12:09

0.10.3

Fixed

Special idle animations fired whenever they felt like it, including while a
player was mid conversation and while the NPC was walking somewhere. They only
play now when the NPC has nothing else on: nobody talking to it, nothing to
fight, not asleep, and standing still.

NPCs sat floating above seats from Create and furniture mods. They were not
sitting at all. Seat mods set the rider's pose when it mounts and we forced it
back to standing every tick, so the NPC stood on the seat's rider point.

Skin layers went muddy on NPCs when 3D Skin Layers was installed. Layer
rendering is handed off to other mods when they want it now.

Random lines in Window mode always showed the first line you typed instead of
cycling, and a line with no choices drew no buttons at all, so there was nothing
to click to close it.

NPC editor

Move, Rotate and Size gains a Body Y row, for placing an NPC on a seat that sits
at an odd height. It shifts the model rather than the NPC, so it survives being
sat on something.

Notch Currency 0.10.2

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@FugginBeenus FugginBeenus released this 17 Aug 15:39

0.10.2

Fixed

Renaming an NPC turned its nameplate back on, so you had to toggle it off again.
Picking one up and placing it did the same. Both leave your toggle alone now.

NPC editor

The skin buttons and the pose buttons are both a single left/right cyclers now,
and the space that frees up on the Pose tab is now a live preview of the NPC in the
pose you just picked.

Mail

A little secret added for the mail. A seasonal surprise.

Notch Currency 0.10.1

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@FugginBeenus FugginBeenus released this 16 Aug 17:04

0.10.1

0.10.0 was tagged but never published, so everything in it is here too. If you are
coming from 0.9.0, this is the lot.

Shops keep their contents when an NPC goes missing

Reported from a live server: NPCs vanishing "along with the money and inventory in
them". Shops were not deleted but the ability to access them was.

  • Placing a shop NPC now tells you when you own a shop with no shopkeeper
  • /shop relink <id> puts the NPC you are looking at behind one of your shops
  • /shop admin cleanup now only reports. Acting on it needs confirm, and it
    checks every dimension instead of the one you are standing in

Heart crystals

Eat one for an extra heart, up to two extra rows. Dying costs you one, down to
none, unless a server turns that off with /hearts loseondeath false.

Where Chance
Common Crate 0.03%
Rare Crate 0.09%
Epic Crate 0.2%
Balloon 0.1%
Golden Cache 0.3%

Mail

Mailbox block, parcels as items, Inbox/Outbox, live trade button.

Bring your own NPC model

Blockbench, GeckoLib export, import folder, editor. Plus server sharing.

NPCs

Walk animations, daily schedules, and no-gravity NPCs that can actually move.

World

Golden caches under oaks (1 in 3000, one at a time), balloons that wait for an
area, per-player balloons.

Notch Currency 0.8.1

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@FugginBeenus FugginBeenus released this 06 Aug 18:49

0.8.1: Personality

Small things, all aimed at the same problem: a street of NPCs reading as a row of identical
mannequins.

Names and titles

  • Names take colour codes. &6Carol is a gold name, using the same codes dialogue, signs and
    shop titles already understand. Nothing new to turn on, just type them in the name field.
  • A title under the name. Blacksmith, Harbourmaster, Night Watch, whatever the NPC is for. It
    lives on the floating text screen with the sign, since one is text above the head and the other is
    text below the name. That screen is now called Floating Text and the Look tab button opens it.

Voices

An NPC can be given a voice: a short sound when it is spoken to, and on every line it says. Twelve
vanilla voices to pick from, with a pitch control from 50% to 200% beside it.

The pitch is the part worth playing with. The same villager grunt at 70% and at 130% reads as two
completely different people, so a short list of voices and a slider gets you a whole cast. Cycling
through them plays each one, so you can hear what you are choosing. Talk tab, at the bottom.

Schedules

  • A Stand entry can face a direction. Pick a bearing and the NPC holds it once it settles, so a
    shopkeeper faces across the counter instead of whichever way it happened to arrive. It still turns
    to whoever talks to it and goes back afterwards.
  • Marking a spot points the NPC back the way you came from, so marking a counter from the customer's
    side leaves the NPC looking at the customer.

If you built a Stand entry before this update, it has been quietly storing a direction all along and
never using it. It will start using it now, so a few NPCs may turn on their heels the first time you
load the world.

Notch Currency 0.8.0

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@FugginBeenus FugginBeenus released this 06 Aug 16:58

0.8.0: NPCs with a day, and NPCs you can hand to a friend

Daily schedules

An NPC can now keep hours. Give it a list of times and what it should be doing at each, and it runs
its own day: asleep in a bed overnight, up and wandering before dawn, at the counter when the shop
opens, walking a round in the afternoon.

Moves tab, Daily Schedule. Each block of the day gets a start time, one of four things to do
(sleep in a bed, wander an area, stand at a spot, walk the patrol route), and a spot, which you mark
by right-clicking the world with the tool it hands you. The same tool you already use for patrol
routes, so there is nothing new to learn.

  • Opening hours, if you want them. Turn Keep opening hours on and each block decides whether
    the NPC's role can be used, so a shop that is closed says so in words you write instead of opening
    at three in the morning. Leave it off and the schedule is pure choreography, with the shop open
    around the clock. Dialogue keeps working either way, so you can write closed-hours conversations.
  • Things that happen on the hour. Any block can run actions as it begins: say a line, hand
    something over, charge or pay coins, run a command. This is how a shop restocks at opening and
    announces itself while it does.
  • It survives being left alone. The schedule is worked out from the clock, so an NPC in an
    unloaded chunk costs nothing and cannot drift. Come back a week later and it is doing whatever it
    should be doing at that hour, with no catch-up and nothing to repair.
  • Entries that still need a spot are marked, counted, and fixable in a couple of clicks with
    Fix next, which hands you the tool aimed at the right one.
  • Schedules need a sunrise, so the screen says so plainly in the Nether and the End rather than
    letting you build a day that would never advance.

Share an NPC as text

Presets have always saved NPCs to files, but those land in the server's config folder where no
player can reach them. An NPC could be copied anywhere inside one world and nowhere outside it.

A share code is just text. Copy it off an NPC, paste it onto another, and it carries the whole build:
look, pose, dialogue, reactions, gear. It travels however you already talk to people. The same text
is what a .npc file holds, so in single player you can hand over a file instead, and that route has
no size limit at all.

Codes coming in are treated as hostile input, since a code is the one thing in the mod written by a
stranger. A code that claims to expand into something enormous is refused rather than parsed, and
oversized pastes are turned away with a pointer to the file route rather than disconnecting whoever
sent them.

Security

  • Paying coins and giving items have been admin-only since 0.6.0, enforced by a sweep that skips any
    NPC already checked. That "already checked" mark travelled inside the NPC's config, so an
    operator's preset landing on an ordinary player's NPC kept its pay actions and was never looked at
    again, which is a coin faucet for the price of loading a preset. The mark is now stripped along
    with everything else world-specific, so a foreign config always gets checked on arrival.

Fixes

  • Sleeping NPCs lie in the bed properly, in the head half, instead of standing beside it or hanging
    off the end.
  • A sleeping NPC stops turning to watch passers-by.
  • A bed mined out from under a sleeping NPC wakes it rather than leaving it asleep on nothing.

Notch Currency 0.7.1

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@FugginBeenus FugginBeenus released this 06 Aug 13:27

0.7.1: Text polish

No behaviour changes, and nothing moves or renames.

Em dashes are gone from the mod's writing. In-game text says exactly what it said before, with a
plain hyphen where the long dash used to be.

Notch Currency 0.7.0

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@FugginBeenus FugginBeenus released this 05 Aug 20:20

0.7.0: Factions, floating signs, and NPCs that pick a side

Factions

Guilds, towns, companies, whatever your server calls them. A faction is a real thing on the server
with a name, a colour, a founder and a member list, and players join in person rather than by command.

  • Recruiter NPC: a new role. Talking to one shows the faction and a Join or Leave button.
  • Start your own. Set an NPC to Recruiter and, if you don't already run a faction, it offers to
    found one: name, colour, a motto, a joining fee, and whether it takes walk-ins. Whoever runs it can
    change all of that later from the same NPC.
  • Losing the NPC never costs you the faction. The faction lives on the server; a recruiter only
    points at it. Blow the NPC up, pick it up, delete it. Put another one down, point it at the same
    faction, and carry on. /faction covers you even with no NPC at all.
  • NPCs take sides. Point any NPC at a faction from the Role tab, and it will never turn on its own
    people. A new Fight rivals option has it take on anyone flying different colours, while leaving
    everyone who hasn't joined anything out of it.
  • Dialogue knows who you run with: a new In faction requirement gates choices by allegiance.

Floating signs

Give an NPC up to four lines of text that hover above its head: a shop's price board, a title, a
welcome. Colours and the usual %player%, %npc% and %balance% placeholders all work, and the
balance shown is the reader's own. Look tab → Add a floating sign.

NPC combat

  • Protect owner: an NPC fights whoever its person is fighting, both directions, the way a tamed
    wolf does. Bodyguards and pets finally work.
  • Fight monsters no longer requires the Guard behaviour, so a follower is useful in a fight.
  • Every combat option now lives together on the Moves tab instead of being split across two screens.

Fixes

  • Mobs used as NPC models animate again. Walking and attacking were frozen, because the stand-in
    used to draw a disguise never ticks and so never had a walk cycle to show.
  • Modded mobs that never spawn naturally now appear in the model picker. Mods commonly register
    bosses and their own NPCs so nothing spawns them, and the whole category was being skipped.
  • The Basic role stopped nagging that the NPC has no job. It's a real choice, not a gap.
  • NPC size is now set per axis, from the Move & Rotate panel where you can watch it happen, and the
    floating name can be nudged up or down to suit models of any size.
  • Actions that hand out coins or items are cleared from NPCs whose owner isn't an operator. 0.6.0 made
    those admin-only, but only when an NPC was next saved, so dialogue written before that kept paying out.

Notch Currency 0.6.0

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@FugginBeenus FugginBeenus released this 03 Aug 20:09

0.6.0: NPC Reactions

NPCs can now react to things that happen to them, not just to a dialogue choice being clicked.

New: Reactions

Open an NPC's editor → ManageReactions, pick a moment on the left, and list what should
happen on the right:

  • When talked to: runs before any dialogue or shop screen opens, so a greeting is read first
  • When a player comes near: fires once as they walk up and re-arms when they leave; the range is
    adjustable
  • When hurt: fires even if the NPC is protected from the damage, so a shopkeeper can object to
    being punched
  • When killed: may have nobody attached; lava counts
  • When it kills something

Each moment runs up to five actions: say a line, pay or charge coins, give an item, or
run a command. Lines take the same %player%, %npc% and %balance% placeholders and & colour
codes as dialogue.

Reactions are saved with the NPC. They travel in the pick-up item and in presets, so a greeter you
build once can be stamped into any world.

"Say a line" is now available as a dialogue choice action as well.

Security

  • Actions that create value (paying coins and giving items) now require operator permission,
    the same as the command actions always have. Before this, any NPC owner could write a dialogue choice
    that paid whoever clicked it, which on a public server is an unlimited money supply. Charging coins is
    untouched and still available to every shop owner, so toll gates and entry fees work as before.
  • Existing dialogue that already used those actions keeps running until that NPC is next saved.

Notch Currency 0.5.4

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@FugginBeenus FugginBeenus released this 03 Aug 17:44

0.5.4: Purchase messages and animation-pack performance

Fixes

  • Purchase messages now say how many items you actually bought. After the 0.5.3 fix the right items
    were being handed over, but the buyer and the seller were both told "1x" regardless of the listing's
    stack size, and the listing's sold counter was under-counting the same way.

Performance

  • With an animation pack installed (Fresh Animations, Fresh Moves), NPCs more than 28 blocks away now
    render on a model layer the pack doesn't touch, so a crowd of NPCs stops paying for animation you
    can't make out at that range. NPCs near you are animated by the pack exactly as before, and nothing
    changes if you don't use one.