Difference between revisions of "NPC Scripting"

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<uml>
<uml>
->NPC: Perception(Damage)
->NPC: Perception(Damage)
activate NPC
NPC -> NPC: Should I React(Yes)
NPC -> NPC: Should I React(Yes)
NPC -> Behavior(Fight)
NPC -> Behavior_Fight : Activate (Behavior Fight)
Behavior Fight->Behavior Fight :Locate target
activate Behavior_Fight
Behavior Fight->Behavior Fight :Attack Back
deactivate NPC
Behavior_Fight->Behavior_Fight :Locate target
Behavior_Fight->Behavior_Fight :Attack Back
deactivate Behavior_Fight
</uml>
</uml>



Revision as of 14:51, 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.

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Table of Contents

SuperClient Overview

Network Protocol Concepts

NPC Types

Behavior Operations

Behaviors and Reactions

NPC Behavior Data Structures