Difference between revisions of "NPC Scripting"

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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. Some NPCs work together in tribes, see [[Tribe Scripting]] for details.
 
<uml>
->NPC: Perception(Damage)
activate NPC
NPC -> NPC: Should I React(Yes)
NPC -> Behavior_Fight : Activate (Behavior Fight)
activate Behavior_Fight
deactivate NPC
Behavior_Fight->Behavior_Fight :Locate target
Behavior_Fight->Behavior_Fight :Attack Back
deactivate Behavior_Fight
</uml>
 
 
 
== Table of Contents ==
 
 
[[SuperClient Overview]]
 
[[Network Protocol Concepts]]
 
[[NPC Types]]
 
[[Behavior Operations]]
 
[[Behaviors and Reactions]]
 
[[NPC Variables]]
 
[[NPC Behavior Data Structures]]
 
 
[[Category:Engine documents]] [[Category:NPCClient Design]] [[Category:NPCClient Scripting]]

Revision as of 23:16, 25 December 2013

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. Some NPCs work together in tribes, see Tribe Scripting for details.

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Table of Contents

SuperClient Overview

Network Protocol Concepts

NPC Types

Behavior Operations

Behaviors and Reactions

NPC Variables

NPC Behavior Data Structures