9.2
Movement Order
The basis is that during each game tick everything gets ONE chance to move.
A game tick can be thought of as 1 loop of the code and takes approximately 0.62 seconds.
For our purposes we will say there are 3 types of things that require moving, pets, players, and NPCs (NPCs not including pets).
Throughout this section I will use the term Rank. If A has a higher rank than B then A comes earlier in the code and will move first. Both A and B should be of the same type (both players or both pets or both NPCs)
Below is an example loop showing the basic ordering every time, it goes NPCs then Pets then Players.
1. NPC#1: Guard (in Yanille)
2. NPC#2: Penguin
3. NPC#3: Terror bird (gnome stronghold)
4. Pet#1: Platypus
5. Pet#2: Tooth creature
6. Player#1: A Crazy Guy
7. Player#2: Axe Wiz
8. (The rest of the code, then go to 1)
.•´¯`•._.•´¯`•.
NPC movement order cannot be manipulated. They have a specific order on every world.
Pet movement order can be easily manipulated. When you drop your pet it will move to the end of the list and have the lowest rank of all pets. So if the Platypus was called it would move below the Tooth creature.
Players movement order is 'randomly' assigned with each action now. It will change frequently. Many very effective moves that relied upon players having (fairly) consistent ranks no longer work properly and have been removed from the guide.
Why does this matter? It determines who occupies a space if two different NPCs/pets are wishing to move to the same one. The NPC higher on the movement order will move first, thus will occupy that space and will block the other from going into that space.
Also, determining the movement order of penguins is one method that was used to crack the penguin pattern.
~ Bill