
WH: NPCs
Create living, talking NPCs entirely in-game - JRPG-style dialogues, quests, shops, reputation, combat and daily routines.
Список изменений
!Without Honor Update 0.9.2
Without Honor: NPCs, Update 0.9.2
New actions
The big one this version - actions for story twists. A peaceful trader who turns out to be an enemy at just the right moment. A hooded stranger who reveals his real name after the quest. All of it is built right in the dialogue editor:
- Transformation. The NPC fully replaces its identity with an export file: name, skin, combat, dialogues, schedule - everything at once. Player progress and the NPC itself stay in place, and the export file is untouched. It works both ways: a second action with the old file turns him back. The "apply equipment" checkbox puts on the gear from the file.
- Attack player. The NPC immediately attacks the player it's talking to. Options: rally nearby faction mates and attack all players around - if a whole party came to the NPC, everyone gets a share. Requires a combat preset; a passive NPC won't fight.
- Profile. Changes name, title, skin or faction. Name and title get the same style-and-color toolbar as the Profile tab: select text and the panel pops up. An empty field changes nothing.
- Combat stats. Changes combat parameters: behavior preset, attack targets, health, damage, armor. There's a "heal to full" checkbox. An empty field means keep as is.
Example scene: the line "You betrayed the guild!" → Combat stats (Melee preset) → Transformation (the villain file, with equipment) → Attack player (with allies). Four clicks and the staged betrayal is done.
New condition: NPC health
Checks the NPC's health in percent. "HP below 30%" - and mid-fight he unlocks a line begging for mercy, or a boss second phase. An empty bound isn't checked.
Trigger block: bind an NPC
The trigger editor got an "NPC" row: pick an NPC of the world from a list (with search and distance sorting) - and the trigger's actions will target that NPC.
Export and import: now with equipment
Profile export takes everything from the Items tab with it: armor, weapons, cosmetic slots, arrows and Curios items. Import puts it all back on. The spawner too: NPCs from presets appear dressed. If an item comes from a mod that isn't installed, it simply drops out and the NPC arrives fine without it.
Schedule: arrival precision
The radius in a schedule entry now works for every pose, not just Wander. Set 0 - and the NPC stands exactly on the given block, no "somewhere nearby". Set 4 - he stops within four blocks. The radius column is visible for all rows and the field has a tooltip.
Pose preview: fully geared
The preview in the Pose tab shows the NPC with his armor, weapons and cosmetics - you can see right away how the pose sits with a weapon and armor instead of guessing from a bare skin.
Also fixed
- The NPC's head in the dialogue window no longer twitches or spins if he has a custom pose.
- Equipment put on an NPC by import is no longer wiped by the Save button in the editor.
