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Make scripted unique NPC spawns unavailable as random spawns #75681

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merged 1 commit into from
Aug 15, 2024

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@RenechCDDA RenechCDDA commented Aug 14, 2024

Summary

Bugfixes "Make scripted unique NPC spawns unavailable as random spawns"

Purpose of change

More fixes from just trying to fix one bug. When randomly spawning NPCs, I found some that would not move. Why? Because they were unique NPCs, and had the RETURN_TO_START_POS trait. That's fine, but then they shouldn't be available as random spawns.

Describe the solution

Make them not common (disable them from random spawning, their scripted spawns still function as before)

The camper spawn by @MNG-cataclysm appears to be seriously bugged. The class introduced in that PR was unused, and the mapgen removal aims at FM_caravan_merchant_random, not the NPC that actually spawns with the camper van.

I was unable to get the camper to spawn at all, so I'm unsure if there are further problems, but I am confident in my changes to it regardless.

Describe alternatives you've considered

Auditing all the NPC classes. Not today, that's for sure

Testing

Additional context

@github-actions github-actions bot added <Bugfix> This is a fix for a bug (or closes open issue) [JSON] Changes (can be) made in JSON astyled astyled PR, label is assigned by github actions json-styled JSON lint passed, label assigned by github actions BasicBuildPassed This PR builds correctly, label assigned by github actions labels Aug 14, 2024
@Maleclypse Maleclypse merged commit 94f725d into CleverRaven:master Aug 15, 2024
22 of 27 checks passed
@RenechCDDA RenechCDDA deleted the Unique_NPCs_arent_random branch August 15, 2024 14:53
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2 participants