docs(runicnpc): rnpc here stands the NPC a metre in front (D325)

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01E14m6SuuY6i1vASFeGDBeY
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2026-10-09 00:11:51 -05:00
parent 5c47de8445
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2 changed files with 3 additions and 2 deletions

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@@ -147,6 +147,7 @@ architectural or design decision is implemented.
| **D322** | **An event's zone enforces its flags.** ZoneManager 3.1.14 subscribes the hooks behind its flags only for the zones it had when it loaded, so a zone opened later through its API enforced none of them: the walk shot a player dead in a PvpGod zone and built in a NoBuild one. RunicGatewayZones 0.2.0 has ZoneManager run its own `UpdateHookSubscriptions` a tick after any zone is made, the same moment it already enters the players inside (stage 9d; the org lead asked for the ZoneManager patch). | Patching ZoneManager's file; asking ZoneManager's author. |
| **D323** | **Each example profile wears its own outfit; the weapons of D289 stay.** The raider wears scrap armour (coffee-can helmet, roadsign jacket and kilt, hoodie, pants, boots, leather gloves); the camp guard metal (metal facemask and chest plate, long-sleeve shirt, pants, boots, roadsign gloves); the sniper hide (boonie hat, balaclava, hide poncho, pants and boots); the Juggernaut heavy plate, as before. Three shared one hoodie, pants and boots, so they read alike in game. Only a first load writes them (D284): no live server has RunicNPC yet, and the test rigs were given them by resetting `examplesWritten` (9d player walk, 2026-10-09). | One outfit for all; replacing a server's kits that still match the old ones. |
| **D324** | **An example kit's items are written at full durability, read from this Rust's item definitions when the kits are written.** Kits sets an item's condition and maximum straight from its file. The writer put 0 on armour (a metal facemask 0 of 320, heavy plate 0 of 1,000, so it barely protected) and 100 on every weapon whatever its real maximum (an M249's is 500). Now an item with a condition gets the definition's maximum and one without gets 0. The harness checks it (`s6.examples.fullCondition`). | A fixed table of maximums, which a Rust update would make stale. |
| **D325** | **`/rnpc here` stands the NPC 1 m in front of the admin, facing them, not at their feet.** At their feet it spawned inside the admin, looking away (9d player walk). The spot must fit: nothing at chest height in the way, ground no more than 2 m below, and navmesh for one that walks. Otherwise it falls back to the admin's own spot and the reply says so. The harness checks the distance (`cmd.chat.here`). | 1.5 m or 3 m in front; refusing when the spot does not fit. |
**Borrowing, not copying.** NpcSpawn states no licence at all, so its source grants us nothing and is read only as a
description of *what* can be done in Rust. HumanNPC is MIT on uMod, which is GPL-compatible, but §1.2 rules out its
@@ -386,7 +387,7 @@ permissions reach the site's permission manager through the inventory, like any
| Command | Does | Permission |
|---|---|---|
| `/rnpc place <profile> [key=value ...]` | Places at the spot you are looking at, persistent, and answers with its name (D241). Options in any order (D242): `count=`, `respawn=` (seconds), `mode=each\|group`, `move=wander\|monument\|route:<name>`, `radius=` | `runicnpc.place` |
| `/rnpc here <profile> [key=value ...]` | The same, where you stand | `runicnpc.place` |
| `/rnpc here <profile> [key=value ...]` | The same, a metre in front of you, facing you; where you stand if that spot does not fit (D325) | `runicnpc.place` |
| `/rnpc remove [placement]` | Removes a placement and its NPCs: the one named, or that of the NPC you are looking at | `runicnpc.place` |
| `/rnpc rename <placement> <new>` | Renames a placement (D241) | `runicnpc.place` |
| `/rnpc near [radius]` | Lists placements (by name) and live NPCs near you | `runicnpc.place` |