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Update doc/NPCs.md
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Co-authored-by: haveric <breuerryan@gmail.com>
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I-am-Erk and haveric authored Apr 23, 2022
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Expand Up @@ -736,7 +736,7 @@ Effect | Description
`next_weather` | Forces a check for what weather it should be.
`custom_light_level: custom_light_level_int or custom_light_level_variable_object, length: duration_string or duration_variable_object` | Sets the ambient light from the sun/moon to be `custom_light_level_int` ( or the value of the variable described by `custom_light_level_variable_object` see `variable_object` above). This can vary naturally between 0 and 125 depending on the sun to give a scale. This lasts `length`.
`u_transform_radius, npc_transform_radius: transform_radius_int or transform_radius_variable_object, ter_furn_transform: ter_furn_transform_string`, (*optional* `target_var: target_var_object`), (*optional* `time_in_future: duration_string or duration_variable_object`) | Applies the ter_furn_transform of id `ter_furn_transform` (See [the transform docs](TER_FURN_TRANSFORM.md)) in radius `translate_radius`. If `target_var` is set this effect will be centered on a location saved to a variable with its name. `target_var` is an object with `value`,`type` and `context` as string values and a bool `global` which determines if the variable is global or not. If `time_in_future` is set the transform will that far in the future, in this case however the target location and radius will be determined now and not changed even if their variables update.
`u_spawn_monster: mtype_id_string, npc_spawn_monster: mtype_id_string`,(*optional* `group: group_bool`, *optional* `hallucination_count: hallucination_count_int or hallucination_count_variable_object`, *optional* `real_count: real_count_int or real_count_variable_object`,*optional* `min_radius: min_radius_int or min_radius_variable_object`,*optional* `max_radius: max_radius_int or max_radius_variable_object`,*optional* `outdoor_only: outdoor_only_bool`,*optional* `target_range : target_range_int or target_range_variable_object`), *optional* `lifespan: timespan_min_string or variable_object`, *optional* `target_var: target_var_object`,*optional* `spawn_message: spawn_message_string`,*optional* `spawn_message_plural: spawn_message_plural_spawn`, *optional* `true_eocs: eocs_array`, *optional* `false_eocs: eocs_array` | Spawns `real_count_int`( or the value of the variable described by `real_count_variable_object` see `variable_object` above)(defaults to 0) monsters and `hallucination_count_int`( or `hallucination_count_variable_object`) (defaults to 0) hallucinations near you or the npc. The spawn will be of type `mtype_id_string`, if `group_bool` is false(defaults to false, if it is true a random monster from monster_group `mtype_id_string` will be used), if this is an empty string it will instead be a random monster within `target_range_int`( or `target_range_variable_object`) spaces of you. The spawns will happen between `min_radius_int`( or `min_radius_variable_object`)(defaults to 1) and `max_radius_int`( or `max_radius_variable_object`)(defaults to 10) spaces of the target and if `outdoor_only_bool` is true(defaults to false) will only choose outdoor spaces. If `lifespan` (or the `variable_object`) is provided the monster or hallucination will only that long. If `target_var` is set this effect will be centered on a location saved to a variable with its name. `target_var` is a `variable_object`. If at least one spawned creature is visible `spawn_message` will be displayed. If `spawn_message_plural` is defined and more than one spawned creature is visible it will be used instead. If at least one monster is spawned then all of the effect_on_conditions in `true_eocs` are run, otherwise all the effect_on_conditions in `false_eocs` are run.
`u_spawn_monster: mtype_id_string, npc_spawn_monster: mtype_id_string`,(*optional* `group: group_bool`, *optional* `hallucination_count: hallucination_count_int or hallucination_count_variable_object`, *optional* `real_count: real_count_int or real_count_variable_object`,*optional* `min_radius: min_radius_int or min_radius_variable_object`,*optional* `max_radius: max_radius_int or max_radius_variable_object`,*optional* `outdoor_only: outdoor_only_bool`,*optional* `target_range : target_range_int or target_range_variable_object`), *optional* `lifespan: timespan_min_string or variable_object`, *optional* `target_var: target_var_object`,*optional* `spawn_message: spawn_message_string`,*optional* `spawn_message_plural: spawn_message_plural_spawn`, *optional* `true_eocs: eocs_array`, *optional* `false_eocs: eocs_array` | Spawns `real_count_int`( or the value of the variable described by `real_count_variable_object` see `variable_object` above)(defaults to 0) monsters and `hallucination_count_int`( or `hallucination_count_variable_object`) (defaults to 0) hallucinations near you or the npc. The spawn will be of type `mtype_id_string`, if `group_bool` is false(defaults to false, if it is true a random monster from monster_group `mtype_id_string` will be used), if this is an empty string it will instead be a random monster within `target_range_int`( or `target_range_variable_object`) spaces of you. The spawns will happen between `min_radius_int`( or `min_radius_variable_object`)(defaults to 1) and `max_radius_int`( or `max_radius_variable_object`)(defaults to 10) spaces of the target and if `outdoor_only_bool` is true(defaults to false) will only choose outdoor spaces. If `lifespan` (or the `variable_object`) is provided the monster or hallucination will only that long. If `target_var` is set this effect will be centered on a location saved to a variable with its name. `target_var` is a `variable_object`. If at least one spawned creature is visible `spawn_message` will be displayed. If `spawn_message_plural` is defined and more than one spawned creature is visible it will be used instead. If at least one monster is spawned, then all of the effect_on_conditions in `true_eocs` are run, otherwise all the effect_on_conditions in `false_eocs` are run.
`u_set_field: field_id_string or npc_set_field: field_id_string`,(*optional* `intensity: intensity_int or intensity_variable_onject`, *optional* `age: age_int or variable_object`,*optional* `radius: radius_int or radius_variable_onject`,*optional* `outdoor_only: outdoor_only_bool`,*optional* `hit_player : hit_player_bool`,*optional* `target_var: target_var_object` ) | Add a field centered on you or the npc of type `field_type_id_string`, of intensity `intensity_int`( or the value of the variable described by `real_count_variable_object` see `variable_object` above)( defaults to 1,) of radius `radius_int`( or `radius_variable_object`)(defaults to 10000000) and age `age_int` (defaults 1) or `age_variable_object`. It will only happen outdoors if `outdoor_only` is true, it defaults to false. It will hit the player as if they entered it if `hit_player` it true, it defaults to true. If `target_var` is set this effect will be centered on a location saved to a variable with its name. `target_var` is an object with `value`,`type` and `context` as string values and a bool `global` which determines if the variable is global or not.

#### General
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