Difference between revisions of "AI Data Tab"
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The [[Combat Style]] form for the Actor. This controls the enemy's general approach to combat. | The [[Combat Style]] form for the Actor. This controls the enemy's general approach to combat. | ||
{{ | {{WarningBox|If your Actor has an ActorBase, but you've chosen not to inherit its AI Data, ''remember to set the combat style''! A Combat Style of 'NONE' is noticeably less effective than usual.}} | ||
==Gift Filter== | ==Gift Filter== |
Revision as of 03:47, 20 February 2012
The Actor AI Data Tab determines the Actor's basic approach to combat.
AI Attributes
Aggression
In conjunction with Faction Relationships, determines when the Actor will initiate combat.
Type | Value | Description |
---|---|---|
Unaggressive | 0 | Will not initiate combat. |
Aggressive | 1 | Will attack Enemies on sight. |
Very Aggressive | 2 | Will attack Enemies and Neutrals on sight. |
Frenzied | 3 | Will attack anyone on sight. Actors are rarely set to Frenzied by default; this is usually the result of some other spell or effect (like the Frenzy spell). |
Confidence
Governs when the Actor will avoid or flee from threats.
Type | Value | Description |
---|---|---|
Foolhardy | 0 | Will never avoid/flee from anyone. Confidence can never be lower than 0. |
Brave | 1 | Will avoid/flee from threats only if severely outmatched. |
Average | 2 | Will avoid/flee from threats if outmatched. |
Cautious | 3 | Will avoid/flee from threats unless the Actor is stronger than the threat. |
Cowardly | 4 | Will always avoid/flee from threats. Cowardly actors NEVER engage in combat under any circumstances. |
Assistance
Governs whether the actor will assist their Friends and Allies in combat (see Factions).
Type | Value | Description |
---|---|---|
Helps Nobody | 0 | Will not help anyone. |
Helps Allies | 1 | Will only help Allies. |
Helps Friends | 2 | Will help Friends and Allies. |
Mood
Not used.
Energy
A value from 0 - 100, Energy determines how often the Actor will move to a new location when in a Sandbox Package.
Morality
If this Actor is the player's Follower, and the player orders them to commit a crime, Morality determines whether they will comply.
Type | Value | Description |
---|---|---|
Any Crime | 0 | The Actor will commit any crime. |
Violence Against Enemies | 1 | The Actor will commit Property Crimes, and Violent Crimes when ordered to attack an enemy (only). Rarely used. |
Property Crime Only | 2 | The Actor will commit Property Crimes (theft, trespass), but never Violent Crimes. Rarely used. |
No Crime | 3 | The Actor will refuse to commit any crime. |
Aggro Radius Behavior
Check the Aggro Radius Behavior box to enable the settings in this section.
- When a Neutral/Enemy enters the Warn radius, the Actor stops whatever he was doing and goes into the Warn behavior until the target leaves the radius or combat begins.
- When a Neutral/Enemy enters the Warn/Attack radius, the Actor goes into the Warn behavior. If the target does not leave this radius after a few seconds, the Actor attacks.
- When a Neutral/Enemy enters the Attack radius, the Actor just attacks.
- If the Actor is attacked while in the Warn behavior, they attack.
Combat Style
The Combat Style form for the Actor. This controls the enemy's general approach to combat.
Gift Filter
Not used.