Fix Storyboard malloc once and for all
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@@ -39,6 +39,7 @@ storyboard_npc_memalloc:
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- define npc_id npc_<[player].uuid>_<[name]>
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- if !<server.npcs[<[registry]>].if_null[<list[]>].contains[<[npc_id]>]>:
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- define npcs <[player].flag[storyboard_state].get[npcs].if_null[<map[]>]>
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- chunkload <[at].chunk> duration:10s
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- create <[type]> <[npc_id]> <[at]> registry:<[registry]> save:npc
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- define npc <entry[npc].created_npc>
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- playeffect at:<[npc].location.above[1]> offset:0.35,1,0.35 effect:SOUL_FIRE_FLAME quantity:20
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@@ -84,7 +85,6 @@ storyboard_npc_memalloc:
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- adjust <[npc]> skin_blob:<[skin_blob]>
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- if <[assignment]> != null:
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- assignment set script:<[assignment]> to:<[npc]>
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- wait 2t
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- run storyboard_npc_internal_show_to_player def.player:<[player]> def.npc:<[npc]>
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- else:
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- define index <server.npcs[<[registry]>].find[<[npc_id]>]>
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@@ -99,7 +99,7 @@ storyboard_npc_by_name:
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script:
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- define registry registry_<[player].uuid>
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- define npc_id npc_<[player].uuid>_<[name]>
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- determine <server.npcs[<[registry]>].filter_tag[<[filter_value].name.equals[<[npc_id]>]>].get[1]>
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- determine <server.npcs[<[registry]>].filter_tag[<[filter_value].name.equals[<[npc_id]>]>].get[1].if_null[null]>
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# Frees an NPC from memory, but does not destroy its state.
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#
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