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author | Jesusaves <cpntb1@ymail.com> | 2019-04-23 17:26:31 -0300 |
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committer | Jesusaves <cpntb1@ymail.com> | 2019-04-23 17:26:31 -0300 |
commit | c1d1996d5a7e9bbc151608cf7d51cbbd6d943b25 (patch) | |
tree | 63e6cfe0ec86c0669ff5d5220b91886e8a9b79ee /npc | |
parent | a19f7fa4b74bfafb17792a2ac1c062dfe3448d00 (diff) | |
download | serverdata-jesusalva/mundanefix.tar.gz serverdata-jesusalva/mundanefix.tar.bz2 serverdata-jesusalva/mundanefix.tar.xz serverdata-jesusalva/mundanefix.zip |
just a notejesusalva/mundanefix
Diffstat (limited to 'npc')
-rw-r--r-- | npc/001-3-0/mundane.txt | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/npc/001-3-0/mundane.txt b/npc/001-3-0/mundane.txt index 136061a9..1f53cfbe 100644 --- a/npc/001-3-0/mundane.txt +++ b/npc/001-3-0/mundane.txt @@ -180,6 +180,8 @@ OnPCDieEvent: // This will cause the NPC to "vanish", player is left to guess that he ran // back to where he originally was. // (ie. The NPC won't be fine without you if we have code to handle that). + // NOTE: Maybe we could send the NPC running back to his original position? + // For future thought and testing by anyone interested. getmapxy(.@m$, .@x, .@y, 0); if (.@m$ ~= "mona@*") { disablenpc(instance_npcname(.name$, @MUNDANE_INSTID)); |