NPC Scripting: Difference between revisions

From PSwiki
Jump to navigation Jump to search
Magodra (talk | contribs)
No edit summary
Magodra (talk | contribs)
No edit summary
Line 3: Line 3:
<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 12:51, 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.


Table of Contents

SuperClient Overview

Network Protocol Concepts

NPC Types

Behavior Operations

Behaviors and Reactions

NPC Behavior Data Structures