ActorParam/AISchedule
< ActorParam(Redirected from ActorParam/AISchedule)
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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.