ActorParam/AISchedule: Difference between revisions
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<onlyinclude>'''AISchedule''' configures actions based on time and other conditions for an actor, as well as the [[AI system|AI states]] or [[Event system|events]] that it can trigger.</onlyinclude> | <onlyinclude> | ||
== Contents == | '''AISchedule''' configures actions based on time and other conditions for an actor, as well as the [[AI system|AI states]] or [[Event system|events]] that it can trigger. | ||
</onlyinclude> | |||
==Contents== | |||
<source lang="yaml"> | <source lang="yaml"> | ||
ConditionalTimelines: | ConditionalTimelines: | ||
Line 23: | Line 26: | ||
DisplayDistanceMode: None | DisplayDistanceMode: None | ||
</source> | </source> | ||
=== Node === | ===Node=== | ||
{{expand section}} | {{expand section}} | ||
Example: | Example: | ||
Line 41: | Line 44: | ||
</source> | </source> | ||
=== TriggerEvent === | ===TriggerEvent=== | ||
{{expand section}} | {{expand section}} | ||
An event that will be triggered when a condition is satisfied. | An event that will be triggered when a condition is satisfied. | ||
{|class="wikitable" | {| class="wikitable" | ||
! Name !! Type !! Description | !Name!!Type!!Description | ||
|- | |- | ||
| EvflEntry || str || Name of the entry point that will be executed. The event flowchart name is the same as the name of the associated actor or quest (for AISchedule blocks defined in [[QuestProduct]]). | |EvflEntry||str||Name of the entry point that will be executed. The event flowchart name is the same as the name of the associated actor or quest (for AISchedule blocks defined in [[QuestProduct]]). | ||
|- | |- | ||
| IsPauseOtherActors || bool || Whether other actors should be paused when the event is triggered | |IsPauseOtherActors||bool||Whether other actors should be paused when the event is triggered | ||
|- | |- | ||
| Trigger || str || Event trigger | |Trigger||str||Event trigger | ||
|- | |- | ||
| Parameters || dict || | |Parameters||dict|| | ||
|} | |} | ||
==== Triggers ==== | ====Triggers==== | ||
{{expand section}} | {{expand section}} | ||
{|class="wikitable" | {| class="wikitable" | ||
! Value !! Description | !Value!!Description | ||
|- | |- | ||
| Talk || When the actor is talked to | |Talk||When the actor is talked to | ||
|- | |- | ||
| EachFrame || | |EachFrame||On every frame | ||
|- | |- | ||
| Near || When Link is close to the actor | |Near||When Link is close to the actor | ||
|- | |- | ||
| StepStart || | |StepStart||When the quest step starts (only for [[QuestProduct]]) | ||
|} | |} | ||
==Files== | |||
AISchedule information is stored in baischedule files as an [[ActorParam]] resource or as a part of the Actors array in quest steps in [[QuestProduct.bquestpack]]. |
Latest revision as of 16:24, 5 September 2021
AISchedule configures actions based on time and other conditions for an actor, as well as the AI states or events that it can trigger.
Contents
ConditionalTimelines:
- Condition: Npc_Kakariko001_Talk
Nodes:
- <NODE_1>
- <NODE_2>
- ...
TriggerEvents:
- <TRIGGER_EVENT_1>
- <TRIGGER_EVENT_2>
- ...
DefaultTimeline:
Nodes:
- <NODE_1>
- <NODE_2>
- ...
TriggerEvents:
- <TRIGGER_EVENT_1>
- <TRIGGER_EVENT_2>
- ...
DisplayDistanceMode: None
Node
This section needs expansion. You can help by adding to it. |
Example:
{ AIName: Action2, CanBeAwaken: 'True', Emotion: Normal, EndTime: 5, IsAlignmentWaitPosition: 'False',
IsEnableMoveNext: false, IsInheritWaitASToTalk: 'False', IsRainAlignmentWaitPosition: 'False',
IsRainInheritWaitASToTalk: 'False', MeetingASName: '', MeetingReactionType: 1,
MoveEquipment: Invisible, MoveGreetingType: NotAndNot, MovePosture: 0, MoveReactionType: 2,
MoveTalkTurn: 2, MoveToAnchorASName: Walk, MoveToAnchorRainASName: '', RainEmotion: Normal,
ReactionToApproach: Quit, ReactionToApproachDist: 5, ReactionToApproachRain: None,
ReactionToApproachTurnASName: Turn, ReactionToApproachWaitASName: Wait, ReturnActionRainTimeAfterTalk: -1,
ReturnActionTimeAfterTalk: -1, ReturnMoveTimeAfterTalk: 60, SleepOnBed: 'True',
StartTime: 0, WaitAnchorASName: Sleep, WaitAnchorRainASName: '', WaitEquipment: Invisible,
WaitForScheduleMoveASName: Wait, WaitGreetingType: NotAndNot, WaitPosture: 0,
WaitRainEquipment: Invisible, WaitRainPosture: 0, WaitRainReactionType: 0, WaitRainTalkTurn: 3,
WaitReactionType: 0, WaitTalkTurn: 2}
TriggerEvent
This section needs expansion. You can help by adding to it. |
An event that will be triggered when a condition is satisfied.
Name | Type | Description |
---|---|---|
EvflEntry | str | Name of the entry point that will be executed. The event flowchart name is the same as the name of the associated actor or quest (for AISchedule blocks defined in QuestProduct.bquestpack). |
IsPauseOtherActors | bool | Whether other actors should be paused when the event is triggered |
Trigger | str | Event trigger |
Parameters | dict |
Triggers
This section needs expansion. You can help by adding to it. |
Value | Description |
---|---|
Talk | When the actor is talked to |
EachFrame | On every frame |
Near | When Link is close to the actor |
StepStart | When the quest step starts (only for QuestProduct.bquestpack) |
Files
AISchedule information is stored in baischedule files as an ActorParam resource or as a part of the Actors array in quest steps in QuestProduct.bquestpack.