LegendQuest StoryTeller 1.3.0+mc26.2
Curse Maven Snippet
What's new
Requires LegendQuest ReForged 2.5.0 or newer, as before.
Tell a locked creature what to do
/st movesends whatever you have locked to where you are looking. It walks there — and keeps doing what it was doing, at the new spot: a guard sent across a courtyard guards there from then on, rather than strolling back to where it started a few seconds later./st swingmakes it take a swing. A blacksmith strikes the anvil, a guard warns somebody off — a gesture for a scene, with nothing to undo.- Both need a lock, and that is deliberate rather than a shortcut: your
crosshair is pointing at the destination, so the thing being aimed at is
not the thing being ordered.
/st lockon to it first. - Both are on a button and a keybind as well as the command, like every other tool you aim. The keys arrive unbound, as they all do.
- They say what will happen rather than leaving you to find out: whether it will guard or patrol at the new spot, whether it is still following somebody and will head back, and — for one of Cast's own people — that anything which cannot find a way there is simply put there after a minute.
- People swing too, with Cast 1.1.0 or newer. A human body is drawn by Cast rather than being an ordinary creature, so it has nothing of its own to play an animation — Cast gained a swing for this and sends it to whoever is watching. On an older Cast, StoryTeller says so at start-up rather than failing the first time somebody swings.
- Honest about what it cannot do. A slime cannot be walked anywhere at all, and a creature somebody is wearing or driving goes where its driver goes. Each one says which, instead of accepting the order and quietly doing nothing.
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