ActorParam/AISchedule
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This article is a stub. You can help ZeldaMods (Breath of the Wild) by expanding it. Needs a description for AISchedule and a complete list of properties. The current lists are extremely incomplete. (For a list of non-stub pages, see Project:Pages.) |
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
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 |
Example:
{ EvflEntry: Talk, IsPauseOtherActors: true, Trigger: Talk }