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- BlaDed_Cloud 6s
- beandip 4m *DOUBLE* t(0_0t) *DEUUUCE!*
- bellumes 3m
- meowlorde 31s
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- Bear 21m
- Kisaki 1m Do-Re-Mi, I-Love-You...Kazu-oops
- Nymphali 0s
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- Waiguoren_Guest 31m [Welcome to Sindome]
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- Fire 38s https://i.imgur.com/CF2ywFy.jpg
- MrFye 16s
- Tax 1h
- Jade1202 3m
- Nyarlabrothep 19m
- Manywaters 1m youtu.be/AMCl9eOBlsY
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- Spark 3m C'est la vie!
a Slither 1h http://sindo.me/mmaxxw <--- Vote TMS
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- ragingcunt 3s that's not very cyperpunk of you
- Ryuzaki4Days 7m Within another moment don't went Alice after it...
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- Ricardo 6m Ice skating uphill
c Mench 48s Doing a bit of everything.
- HolyChrome 49s https://www.youtube.com/watch?v=EXc-VHEWsBc
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- VermilionGrin 20m
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- Mori 3m
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j Johnny 52s New Code Written Nightly. Not a GM.
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j Fengshui 1h http://www.amazon.com/dp/B00M0DV5IQ <- My Book
- Paullove 35s
And 29 more hiding and/or disguised
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Service NPCs will automatically go home
In the event they are left out, or moved forcibly

It came to our attention today that a Doctor at one of the clinics was not responding to requests for healing. This was because the doctor was not in their clinic! They were in the waiting room. This was because they were puppeted and left in the wrong room. This could also have happened if a player grabbed the NPC and dragged them away into another room and left them there when a GM wasn't paying attention.

I've put together some code that will automatically return service ncps (like shopkeepers, bartenders, and doctors) to their proper place if they aren't otherwise engaged (with being dead, or puppeted).

This should keep things running a bit smoother and reduce the need for GMs to put NPCs back if there is combat, or other shenanigans.

-- S