[Ohrrpgce] Global NPCs
James Paige
Bob at hamsterrepublic.com
Tue Nov 17 20:04:26 PST 2020
On Tue., Aug. 25, 2020, 11:24 p.m. 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?
>
I think my thinking was that globalnpcs0.n is the first global pool, but
then I wasn't sure if multiple global pools were worth bothering with
Did you update NPC debug mode too?
>
Almost certain that I did, but needs to be double checked.
> 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.
>
Yes, this is a good idea!
> 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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