Difference between revisions of "NPC (Programming)"
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=$npc (#138)= | |||
The NPC is the basic object parent for non-player-creatures. It includes a fair bit of behavior which you can customize by setting various properties and messages on it. Let's run it down by behavior category: | The NPC is the basic object parent for non-player-creatures. It includes a fair bit of behavior which you can customize by setting various properties and messages on it. Let's run it down by behavior category: | ||
==Wandering== | |||
'''.wander_chance''' = INT (0-100). This is a chance, on each suggest_next_action call (see ProgActionsNPC), that the NPC will decide to wander. | |||
'''.public_wander_only''' = INT (0-1). If set to 1, the NPC will only wander into rooms which have .public == 1. | |||
==Fighting== | |||
'''.wields_weapons''' = INT (0-1). If set to 1, the NPC will wield her best weapon, if she's carrying any. | |||
'''.bravery''' = INT (0-100+). The higher this is, the less likely the NPC is to run from combat when wounded. At 0 the NPC is fairly cautious; at 100, she will fight to the death against all but the most terrifying foes. | |||
==Talking== | |||
'''.conversation''' = LIST text. This is a list of strings of the form: word1,word2|Here's what I say about that. If the NPC hears any of the listed words in a directed-say to her, she will say the given text back to the person who said it. By including words in these lists from previous spoken text, you can create a simple simulated conversation. Some words you should probably respond to, if you define this property: name, hi, hello, job. NOTE: when changing this property, you must '@compile <my NPC>' to make the changes take effect. | |||
You can find more functionality on | You can find more functionality on '''$monster''' ([[ProgMonster]]). | ||
-- Main.GilMore - 30 Apr 2004 | -- Main.GilMore - 30 Apr 2004 | ||
Revision as of 08:27, 1 January 2009
$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.
You can find more functionality on $monster (ProgMonster).
-- Main.GilMore - 30 Apr 2004