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Notch Currency 0.7.0

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@FugginBeenus FugginBeenus released this 05 Aug 20:20
· 126 commits to main since this release

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.