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Hallucinatory NPC #28157
Hallucinatory NPC #28157
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…m their inventory
If you can, at least for testing purposes make it so the NPCs approach the player? especially if people will be doing the "prison challenge" the NPC might just spawn above ground and run into the forest. Having the NPC gun towards the player might be better for this testing build. You can always change it back after the testing period. Otherwise I did a little more testing, aside from the NPC running away they seemed fine on my end, they were pretty convincing at first glance, which is the intended idea. |
Seems to me that the attitude of the hallucination is also something to test, if it turns out that they always run away for exemple we'll definitly want to change something but if there's a convincing mix of running away and going to the player it might be ok. |
Whatever you feel is best, feel free to make changes, I'll probably make the Reddit post in about 5-6 hours or so, so if you want to do some last minute changes feel free, otherwise I'll just post your link around then. I'll let you know about the post also, I encourage you to talk to the people on the reddit thread, often people leave some decent feedback there also. |
Just posted the Reddit post, so here's the link: https://www.reddit.com/r/cataclysmdda/comments/bd8k91/pr_testing_needed_on_hallucinatory_npcs/ |
Co-Authored-By: Anton Burmistrov <Night_Pryanik@mail.ru>
Co-Authored-By: Anton Burmistrov <Night_Pryanik@mail.ru>
That happens because You need to assign default value in that struct or better yet set some random value like here: Cataclysm-DDA/src/creature.cpp Lines 568 to 585 in 9565c64
Caused #30555, btw. |
Summary
SUMMARY: Content "Adds hallucinatory NPCs"
Purpose of change
Adds NPCs that are hallucinations, they do everything NPCs can do except interact with the physical world. They might still pretend to attack monster, drop or throw items and heal other NPCs or Player.
Describe the solution
Describe alternatives you've considered
Additional context
There's still some stuff that don't work :
I'm not sure the HALLUCINATION trait is useful since it's redundant with is_hallucination(), maybe NC_HALLU classe is enought and NPC from this classe get hallucination = true on spawn, I don't know what's the best practice here.