Difference between revisions of "NPC Perception Design"

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* NPCCmdPerception
* NPCCmdPerception


== Sequences ==
=== Personal NPC Perceptions Sequence ===
=== Personal NPC Perceptions Sequence ===



Revision as of 15:03, 6 April 2013

See Behaviors_and_Reactions for User details about how to use Perceptions in the behavior.xml file.


This embodies any perception an NPC might have, or any game event of interest. Reaction objects below will subscribe to these events, and the networking system will publish them. Examples would be "attacked", "collided", "talked to", "hear cry".

NPC Perceptions

Class Hierarchy

The Perception class is used for simple perception and as the Base Class for a number of special perceptions.

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Special Perceptions:

  • TimePerception
  • FactionPerception
  • ItemPerception
  • LocationPerception
  • PositionPerception
  • AttackPerception
  • GroupAttackPerception
  • DamagePerception
  • SpellPerception
  • DeathPerception
  • InventoryPerception
  • OwnerCmdPerception
  • OwnerActionPerception
  • NPCCmdPerception

Sequences

Personal NPC Perceptions Sequence

Show the typical sequence for a Perception fired for a NPC, might be perceptions like Damage Perception.

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Broadcast NPC Perceptions Sequence

Show the typical sequence for a broadcasted Perception. Examples of broadcasted perceptions is the SpellPerception.

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