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NPC activation/suspension features #468

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ohrrpgce-bugbot opened this issue Sep 17, 2007 · 2 comments
Open

NPC activation/suspension features #468

ohrrpgce-bugbot opened this issue Sep 17, 2007 · 2 comments
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new feature Something new that we would like to add npcs

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@ohrrpgce-bugbot
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[bz#468]

  1. Currently, NPCs triggered with useNPC don't turn. Perhaps we could add an argument to specify the direction to turn (or should that be the direction of activation?), so that you can take advantage of the turn settings and the previous direction memory (in the case of 'Face')

  2. Also, if a script triggered from an NPC displays a textbox (typically, a random textbox script), the NPC of course isn't paused and can wander off. I think the simplest solution would be commands to suspend/resume individual NPCs - which would often be a good alternative to suspendNPCs.

From: @rversteegen
Severity: feature request

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Comment author: Jeremy Bursey <zippywings>

A bit of an old bug, but there are other things I've discovered that are related to the behavioral override of NPCs and plotscripts.

I don't think the problem with script-triggered text and NPCs is exclusive to them wandering off. I think other commands like "Face Player" are null when they trigger a certain kind of script. One of my "standstill" NPCs refuses to return back to his original direction, despite the bitset for "Face Player," whenever my script that calls up a menu is triggered. Even the menu item that was just supposed to call up a new textbox--the NPC will continue to stare off in the direction that he was summoned to face, even though "Change Direction" isn't highlighted.

It might be worth investigating how all NPC bitsets respond to script triggers. It seems like something is broken here.

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Comment author: @rversteegen

  1. Also, if a script triggered from an NPC displays a textbox (typically, a
    random textbox script), the NPC of course isn't paused and can wander off. I
    think the simplest solution would be commands to suspend/resume individual NPCs
  • which would often be a good alternative to suspendNPCs.

We now have setnpcmoves to suspend an individual NPC.

But I see two strong alternatives for this part of the bug: either add a setting to the NPC editor which causes "Run script" to act like a textbox (NPC paused, changes direction back when done... but what should happen if both a textbox and a script are attached to the NPC?), or implement a script directive which does the same thing: http://rpg.hamsterrepublic.com/ohrrpgce/Plan_for_script_multitasking#npc_waits_for_script

Bug bz⁠#207 is slightly related.

@ohrrpgce-bugbot ohrrpgce-bugbot added npcs new feature Something new that we would like to add labels Mar 14, 2020
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