[Ohrrpgce] Global NPCs

Ralph Versteegen teeemcee at gmail.com
Sun Aug 30 18:24:10 PDT 2020


Wow, this feature is bigger and gnarlier than I expected. And there's still
a few unfinished items like updating live-previewing. I've got much more
code to review and found more bugs to fix.
What about the plan to let people create multiple global NPC pools? Or is
that put off for the indefinite future?

I think that "npc pool: local" and "npc pool: global" are way too verbose.
I suggest "local npc" and "pool 1", or "pool: local" and "pool:
<poolname>", assuming you can name pools once you can have multiple of
them, eg "pool: enemies". Also, I think we should make it clear that the
local pool is 0 and the global pool is 1 so people can write that if they
prefer. That's how I assumed it would be used.

On Wed, 26 Aug 2020 at 15:24, Ralph Versteegen <teeemcee at gmail.com> wrote:

> Cool!
> In the L documentation it says pool 0 is local and 1 is global, but in N
> it says the filename is globalnpcs0.n. Is that intentional?
> Did you update NPC debug mode too?
>
> Once NPC names are added, people can also use them to refer to NPCs
> without any pool argument. And I think I'll allow naming NPC instances,
> overriding the definition name, to refer to a particular copy, since the
> renumbering of copies as you add/delete NPCs is also a complaint.
>
> On Wed, 26 Aug 2020 at 13:10, James Paige <Bob at hamsterrepublic.com> wrote:
>
>> I finished the base implementation of global NPCs today, and it passes
>> basic tests.
>>
>> I'm not going to check it in just yet, because I haven't finished the
>> plotscripting changes yet, or written any tests
>>
>> I decided that I am going to go with adding a pool argument to a bunch of
>> scripting commands, not using ID 5000+ syntax.
>>
>> Commands like "walk npc" that expect NPC reference or ID will default to
>> using local id. You will need to use NPC reference to work with global NPCs.
>>
>>
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>
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