ActorParam/AISchedule: Difference between revisions

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{{stub|what=Needs a description for AISchedule and a complete list of properties. The current lists are extremely incomplete.}}
<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></onlyinclude>
== Contents ==
== Contents ==
<source lang="yaml">
<source lang="yaml">
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</source>
</source>
=== Node ===
=== Node ===
{{expand section}}
Example:
Example:
<source lang="yaml">
<source lang="yaml">
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=== TriggerEvent ===
=== TriggerEvent ===
{{expand section}}
An event that will be triggered when a condition is satisfied.
{|class="wikitable"
{|class="wikitable"
! Name !! Type !! Description
! Name !! Type !! Description
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|-
|-
| Trigger || str || Event trigger
| Trigger || str || Event trigger
|-
| Parameters || dict ||
|}
|}


Example:
=== Triggers ===
<source lang="yaml">
{{expand section}}
{ EvflEntry: Talk, IsPauseOtherActors: true, Trigger: Talk }
{|class="wikitable"
</source>
! Value !! Description
|-
| Talk || When the actor is talked to
|-
| EachFrame || Every frame
|-
| Near || When Link is close to the actor
|-
| StepStart ||
|}

Revision as of 17:06, 29 September 2018

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

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

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

Value Description
Talk When the actor is talked to
EachFrame Every frame
Near When Link is close to the actor
StepStart