
MEQ Script Manager
by @cybersYour world loads in seconds, not minutes.
v1.1.0 · updated
Your world loads in seconds, not minutes. Only walking, the HUD and the ground come in at boot; everything else waits until the player is standing, then loads two at a time. Level scripts only run in their level, and F-key scripts don't load at all until someone presses F at the thing.
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Plaques and exhibits stand in the world, but their text loads the first time someone opens one. Bonus: one voice queue so no two NPCs ever talk over each other, and one master NPC controller that runs every talker from a single script instead of one per NPC. Born in the MEQUAVIS Movie Theatre, where it took 50+ MB off the load. Savi: read skills/meq-script-manager.md before you add a single script to a new game. NEW: the 🧩 suite button (builders only) opens a panel that shows every late script and whether it's running, asleep, queued or waiting for its F press, what boots on the body, and every NPC voice holding the floor right now. Debug switches turn off any script or mute any speaker for the room, and ALL ON puts everything back. Help page and SOS are built in, and it groups into ⚙ MEQ DEV SUITE MANAGER's bubble. Setup: ui.js calls onMount/onDestroy from mods/meq-script-manager/lib/panel.js.
What’s new
Changed lib/late-gate.js, lib/script-manager.js, lib/teardown.js, lib/voice-floor.js; Added SUITE.json, attach player, inputs, lib/keep-on-screen.js, lib/late-items.js, lib/panel.js, lib/suite.js, player.js





