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CreatureSpawn::behavior defaulted to Stationary, so newly placed NPCs would never move at runtime. The "NPCs do not patrol or wander, they stay put" complaint was a default-value issue, not a missing feature — switching the default to Wander (radius 10y) gets normal NPCs roaming out of the box. Added a tooltip on the Behavior combo making it explicit that this is the runtime mode (the editor's preview doesn't run movement logic; the behavior kicks in once the zone ships and the server consumes the exported SQL). Lists what each mode means: Stationary / Patrol / Wander / Scripted. Existing zones with explicitly-set Stationary NPCs are preserved on load — only fresh defaults are affected. |
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| .. | ||
| asset_extract | ||
| auth_login_probe | ||
| auth_probe | ||
| blp_convert | ||
| dbc_to_csv | ||
| editor | ||
| asset_pipeline_gui.py | ||
| backup_assets.sh | ||
| diff_classic_turtle_opcodes.py | ||
| gen_opcode_registry.py | ||
| generate_ffx_sdk_vk_permutations.sh | ||
| m2_viewer.py | ||
| opcode_map_utils.py | ||
| validate_opcode_maps.py | ||