diff --git a/runicnpc/PLAN.md b/runicnpc/PLAN.md index 4ef4f7a..33995de 100644 --- a/runicnpc/PLAN.md +++ b/runicnpc/PLAN.md @@ -474,8 +474,11 @@ What the numbers say: - **`HumanNPC.AttackerInfo` writes the prefab's short name as the killer**, after `BasePlayer` has written the display name. The death screen said "scientistnpc_roam" until our NPC overrode it. With the override it says **"RnhWarden"**, and the weapon stays `pistol_revolver.entity`. -- **Open for the in-game walk:** the client may use that string to pick the killer's portrait. Only a real client - shows whether the override costs the portrait. +- **Deferred: the org lead checks it in game later (2026-09-30).** The client may use that string to pick the + killer's portrait, and only a real client shows it. To check: on a rig with the override loaded, be killed by a + named RunicNPC NPC and look at the death screen. Does it show the NPC's name, and does it still show the killer's + portrait? The result is written here. If the portrait is lost, stage 2 decides between the name and the portrait. + This is the only stage 1 item still open. - **What the bridge publishes (protocol 13):** - our NPC kills a player → `player.death` with `attackerType: "npc"`, **`attackerName: "scientistnpc_roam"`** (the prefab name, as §1.4 said), the weapon and the distance;