Difference between revisions of "A beginner's guide - Appendix 3"

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=='''Appendix Three: NPC Behaviour'''==
{{ABGContents}}
=='''Appendix Three: NPC Behavior'''==


In tutorial 6, when we begin to build our own quest, I am going to look at the main ideas behind NPC creation, and will spend a lot more time looking at this window and its tabs.
In tutorial 6, when we begin to build our own quest, I am going to look at the main ideas behind NPC creation, and will spend a lot more time looking at this window and its tabs.
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For this lesson, however, I want to focus on the AI window. Click on Velwyn's AI Button to open it.
For this lesson, however, I want to focus on the AI window. Click on Velwyn's AI Button to open it.


'''AI Button'''
[[AI Button|AI Button]]
<br>This window displays the AI screen for that creature or NPC. It contains a number of flags, boxes and tabs. Along the top are four boxes that are used to set NPC character behaviours.
<br>This window displays the AI screen for that creature or NPC. It contains a number of flags, boxes and tabs. Along the top are four boxes that are used to set NPC character behaviors.


'''Aggression'''
'''Aggression'''
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The actor cannot make the actual arrest though.  
The actor cannot make the actual arrest though.  


Below this are sequences of flags that control NPC/merchant behaviour.
Below this are sequences of flags that control NPC/merchant behavior.


'''Buys/Sells'''.  
'''Buys/Sells'''.  
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'''AI Package List'''
'''AI Package List'''
<br>This is the list of packages this actor will run. See '''Packages''' for more information.  
<br>This is the list of packages this actor will run. See [[AI Package]]s for more information.  


'''Packages'''
'''Packages'''
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'''Package Type'''  
'''Package Type'''  
<br>Sets the basic behaviour type for the package. Each type enables and disables appropriate fields in the tabs. The behaviour type determines the animations that the character performs.
<br>Sets the basic behavior type for the package. Each type enables and disables appropriate fields in the tabs. The behavior type determines the animations that the character performs.


'''Flags'''
'''Flags'''
<br>A set of flags that modify the behaviour of the package.  
<br>A set of flags that modify the behavior of the package.  


'''Door Flags'''
'''Door Flags'''
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'''- Near Reference:''' Select the reference from the render window or from the lists.  
'''- Near Reference:''' Select the reference from the render window or from the lists.  
<br>'''- In Cell:''' Not recommended. It can produce unexpected behaviour.  
<br>'''- In Cell:''' Not recommended. It can produce unexpected behavior.  


For example if you set an '''Eat package''' for a Tavern Cell, the actor can eat anywhere in that cell, which may not cause any odd problems. However, setting a '''sleep package''' to the same Tavern will see the Actor try to sleep in the first bed they can. Most bars have beds behind the bar for the '''innkeeper''' to sleep on. The actor may occupy this bed, forcing the Innkeeper to leave the premises to find a bed in other cell.
For example if you set an '''Eat package''' for a Tavern Cell, the actor can eat anywhere in that cell, which may not cause any odd problems. However, setting a '''sleep package''' to the same Tavern will see the Actor try to sleep in the first bed they can. Most bars have beds behind the bar for the '''innkeeper''' to sleep on. The actor may occupy this bed, forcing the Innkeeper to leave the premises to find a bed in other cell.
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'''Radius'''
'''Radius'''
<br>The distance from the package's centre that is considered valid.  
<br>The distance from the package's centre that is considered valid. Units are inches.


'''Target Tab'''
'''Target Tab'''
<br>Some packages types have a target (reference) that is independent of the location. This takes the actor to a precise point.
<br>Some packages types have a target (reference) that is independent of the location. This takes the actor to a precise point or supplies an additional argument object for the AI function.


'''Specific Reference'''
'''Specific Reference'''
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'''Eat Package'''
'''Eat Package'''
<br>In order to eat the actor must have an ingredient that restores fatigue in his container. If he/she does not have the food item, they will attempt to gain the object by buying, killing, stealing or finding it. No actor with a responsibility above 30 will steal or kill for food unless it is a creature. If they can not find food they can use, they will go into a wander state (acts just like wander behaviour) and search for food again periodically. Remember there is no physical reason for an Actor to eat. He will not die. This is used to add life-like behaviour to actors, not as an essential part of the game mechanics.
<br>In order to eat the actor must have an ingredient that restores fatigue in his container. If he/she does not have the food item, they will attempt to gain the object by buying, killing, stealing or finding it. No actor with a responsibility above 30 will steal or kill for food unless it is a creature. If they can not find food they can use, they will go into a wander state (acts just like wander behavior) and search for food again periodically. Remember there is no physical reason for an Actor to eat. He will not die. This is used to add life-like behavior to actors, not as an essential part of the game mechanics.


'''- Location:''' Where to sit, which can be as specific as a particular chair in the tavern or as general as the town tavern cell. In general, NPCs will attempt to find somewhere to sit while eating.  
'''- Location:''' Where to sit, which can be as specific as a particular chair in the tavern or as general as the town tavern cell. In general, NPCs will attempt to find somewhere to sit while eating.  
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