ActorParam/AISchedule

< ActorParam
Revision as of 16:31, 29 September 2018 by imported>Leoetlino


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 }