Difference between revisions of "NPC (Programming)"
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'''.conversation''' = LIST text. This is a list of strings of the form: word1,word2|Here's what I say about that. If the NPC hears any of the listed words in a directed-say to her, she will say the given text back to the person who said it. By including words in these lists from previous spoken text, you can create a simple simulated conversation. Some words you should probably respond to, if you define this property: name, hi, hello, job. NOTE: when changing this property, you must '@compile <my NPC>' to make the changes take effect. | '''.conversation''' = LIST text. This is a list of strings of the form: word1,word2|Here's what I say about that. If the NPC hears any of the listed words in a directed-say to her, she will say the given text back to the person who said it. By including words in these lists from previous spoken text, you can create a simple simulated conversation. Some words you should probably respond to, if you define this property: name, hi, hello, job. NOTE: when changing this property, you must '@compile <my NPC>' to make the changes take effect. | ||
You can find more functionality on '''$monster''' | '''.comments''' = LIST text. This is a list of strings, which the npc will say randomly to players. Highlighting of words, as in '''.conversation''' occurs too, giving hints for conversation subjects to the player. | ||
You can find more functionality on '''[[Monster (Programming)|$monster]]'''. | |||
[[Category:Programming]] | |||
Latest revision as of 18:01, 3 October 2010
$npc (#138)
The NPC is the basic object parent for non-player-creatures. It includes a fair bit of behavior which you can customize by setting various properties and messages on it. Let's run it down by behavior category:
Wandering
.wander_chance = INT (0-100). This is a chance, on each suggest_next_action call (see ProgActionsNPC), that the NPC will decide to wander.
.public_wander_only = INT (0-1). If set to 1, the NPC will only wander into rooms which have .public == 1.
Fighting
.wields_weapons = INT (0-1). If set to 1, the NPC will wield her best weapon, if she's carrying any.
.bravery = INT (0-100+). The higher this is, the less likely the NPC is to run from combat when wounded. At 0 the NPC is fairly cautious; at 100, she will fight to the death against all but the most terrifying foes.
Talking
.conversation = LIST text. This is a list of strings of the form: word1,word2|Here's what I say about that. If the NPC hears any of the listed words in a directed-say to her, she will say the given text back to the person who said it. By including words in these lists from previous spoken text, you can create a simple simulated conversation. Some words you should probably respond to, if you define this property: name, hi, hello, job. NOTE: when changing this property, you must '@compile <my NPC>' to make the changes take effect.
.comments = LIST text. This is a list of strings, which the npc will say randomly to players. Highlighting of words, as in .conversation occurs too, giving hints for conversation subjects to the player.
You can find more functionality on $monster.