docs(runicnpc): the death-screen name check, deferred to the org lead

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
This commit is contained in:
2026-09-29 23:27:09 -05:00
parent e3ae1905cb
commit 0324e3e626

View File

@@ -474,8 +474,11 @@ What the numbers say:
- **`HumanNPC.AttackerInfo` writes the prefab's short name as the killer**, after `BasePlayer` has written the - **`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 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`. **"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 - **Deferred: the org lead checks it in game later (2026-09-30).** The client may use that string to pick the
shows whether the override costs the portrait. 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):** - **What the bridge publishes (protocol 13):**
- our NPC kills a player → `player.death` with `attackerType: "npc"`, **`attackerName: "scientistnpc_roam"`** - 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; (the prefab name, as §1.4 said), the weapon and the distance;