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Control all NPC placement using NPC state variables in the COMMON level
	(RAM.npc.yipe_sailor)
	(NPC state variables.txt)

Complex reactions to things within the same map can be placed inside the sprite directly.
Their COMMON "state" variable simply places them in that map. The complex stuff won't matter if they're somewhere else.
And complex reactions need to exist in multiple maps, then use a copySprite instance.

When an NPC has many complex conditions,
	add a hint just above the starting state
	create none,evening,night versions of the end state



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- DIALOG GUIDELINES -


NPC dialog is one of these:

1	Linear misc text

2	Ability hint
		OR default to
	TimeOfDay misc text

3 Many specific conditions,  end-condition has none,evening,night



Legacy misc text should be revised to TimeOfDay misc text.
NPC's with many states always move for each state.

When using Option 1,
 NPC's position is usually based on text / can be timeOfDay.

When using Option 2,
 NPC's position always changes based on TimeOfDay.

When using Option 3,
 NPC's position is based on text / state



How to check these:

Linear misc text
	numAbilities = #

Ability hint
	items.claw

TimeOfDay misc text
	timeOfDay=night

personal state
	npc.myChar=someValue



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- COMPLEX REACTIONS -


- multi-quest flow -
check ability
	move to position corresponding to a required ability
not finished quest
	talk = relevent hint to seek quest
finished quest
	talk = reward
	loop


- single-quest flow -
move to position for time of day

have ability
	not finished quest/available-item
		give hint about quest/available-item

default text, based on time-of-day
