NPCs
Every town and dungeon in Legaia is populated by people you can walk up to and talk to - shopkeepers, guards, children, the odd cat. This page lifts all of them out of your own disc image: pick a location, click anyone in its cast to spin the field model and play its real idle animation. Nothing is uploaded; the disc never leaves your machine.
.glb.
About this data - how an NPC is put together, naming, what is held back
How an NPC is put together
There is no "NPC file" on the disc. An NPC is one entry in a scene's placement list, which points at four things:
- a model in the scene's own mesh pool, shipped as joint-local pieces;
- an animation clip from the scene's own bundle - frame 0 is the resting stance, and the clip is what assembles the pieces into a body;
- a tile the character stands on;
- the script it runs when you talk to it, in the field script VM.
Its only real "name" is the first line it says to you, which is what this page labels the cards with. The models draw with the disc's baked colours and no light source, as on the console; NPC palettes share one row of video memory across a scene, which is why several townsfolk in one place look like recolours of each other.
Who is held back
Two casts are not in the grid. Party members and the save crystal come from a global pool rather than the scene (see the characters page), and a handful of story actors ship no clip to pose them with, so they are counted in the status line rather than shown as a pile of parts.