NPC Scripting: Difference between revisions

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NPCs are scripted where the main elements are perceptions that represents events in the soundings of the NPC. The NPC has a set of reactions that decide if the NPC will react to a perception. The reaction that start a behavior that is a set of operations the NPC will perform.
<uml>
->NPC: Perception(Damage)
NPC -> NPC: Should I React(Yes)
NPC -> Behavior(Fight)
Behavior Fight->Behavior Fight :Locate target
Behavior Fight->Behavior Fight :Attack Back
</uml>
== Table of Contents ==
== Table of Contents ==



Revision as of 12:48, 23 December 2011

NPCs are scripted where the main elements are perceptions that represents events in the soundings of the NPC. The NPC has a set of reactions that decide if the NPC will react to a perception. The reaction that start a behavior that is a set of operations the NPC will perform.

Diagrams error (with plantuml command): Jul 19, 2025 6:48:54 PM java.util.prefs.FileSystemPreferences$1 run WARNING: Couldn't create user preferences directory. User preferences are unusable. Jul 19, 2025 6:48:54 PM java.util.prefs.FileSystemPreferences$1 run WARNING: java.io.IOException: No such file or directory Error line 3 in file: /tmp/diagrams_inf60da7df2633.plantuml Some diagram description contains errors Jul 19, 2025 6:48:56 PM java.util.prefs.FileSystemPreferences checkLockFile0ErrorCode WARNING: Could not lock User prefs. Unix error code 2. Jul 19, 2025 6:48:56 PM java.util.prefs.FileSystemPreferences syncWorld WARNING: Couldn't flush user prefs: java.util.prefs.BackingStoreException: Couldn't get file lock.


Table of Contents

SuperClient Overview

Network Protocol Concepts

NPC Types

Behavior Operations

Behaviors and Reactions

NPC Behavior Data Structures