npcCommands.inc Functions |
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AI_Attack |
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Parameters | |
(npc, opponent, no_wake:=WAKEUP) | |
Name | Type |
npc | The NPC that will receive the command. |
opponent | Mobile the NPC will engage in combat with. |
no_wake |
WAKEUP - Will reset the NPC's idle ticks
counter. If it is in sleep mode, it will wake it up. NOWAKE - Will leave the NPC's idle counter and sleep status alone. |
Explanation | |
This command will send an SYSEVENT_ENGAGED event to the NPC receiving the event. | |
Return Values | |
Returns 1 | |
AI_ClearThoughts |
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Parameters | |
(npc, flags) | |
Name | Type |
npc | The NPC that will have its event queue cleared. |
flags |
CLR_* flag for what scripts should have
their event queues cleared. CLR_BRAIN - Clears the brain's queue. CLR_NERVE - Clears the nerve's queue. CLR_BOTH - Clears the queue for both. |
Explanation | |
Clears the event queue for the script calling it and or the brain. | |
Return Values | |
Returns 1 | |
AI_EndNerve |
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Parameters | |
(npc, nerve_name, no_wake:=WAKEUP) | |
Name | Type |
npc | The NPC that will receive the command. |
nerve_name |
The key id name of the nerve to stop. Example: "Combat", "LookAround", "Sleep" |
no_wake |
WAKEUP - Will reset the NPC's idle ticks
counter. If it is in sleep mode, it will wake it up. NOWAKE - Will leave the NPC's idle counter and sleep status alone. |
Explanation | |
Used to tell the brain to stop a nerve script. | |
Return Values | |
Returns 1 | |
AI_FowardEvent |
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Parameters | |
(npc, nerve_name, mask, data, no_wake:=WAKEUP) | |
Name | Type |
npc | The NPC that will receive the command. |
nerve_name |
Name of the nerve to forward an event to. Example: "Combat", "LookAround", "Sleep" |
mask |
The type of event the nerve should handle
the forward as. Example: SYSEVENT_LEFTAREA, SYSEVENT_ENGAGED |
data | Data that the nerve will receive |
no_wake |
WAKEUP - Will reset the NPC's idle ticks
counter. If it is in sleep mode, it will wake it up. NOWAKE - Will leave the NPC's idle counter and sleep status alone. |
Explanation | |
Used to send an event from one nerve to another. | |
Return Values | |
Returns 1 | |
AI_Move |
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Parameters | |
(npc, object, to_from:=NEMOVE_TOWARD, speed:=NEMOVE_RUN, no_wake:=WAKEUP, loop:=0) | |
Name | Type |
npc | The NPC that will receive the command. |
object | Item or NPC the NPC will move away from/toward. |
to_from |
NEMOVE_TOWARD - Will make the NPC
move toward the object. NEMOVE_AWAY - Will make the NPC move away from the object. |
speed |
NEMOVE_RUN - NPC will run. NEMOVE_WALK - NPC will walk. |
no_wake |
WAKEUP - Will reset the NPC's idle ticks
counter. If it is in sleep mode, it will wake it up. NOWAKE - Will leave the NPC's idle counter and sleep status alone. |
loop |
Number of steps for the NPC to take
toward/away from the object. Note: Loop can be interrupted and end prematurely. |
Explanation | |
Commands an NPC to move toward / away from an object (mobile or item). | |
Return Values | |
Returns 1 | |
AI_MoveXY |
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Parameters | |
(npc, x, y, to_from:=NEMOVE_TOWARD, speed:=NEMOVE_RUN, no_wake:=WAKEUP, loop:=0) | |
Name | Type |
npc | The NPC that will receive the command. |
x | X coordinate |
y | Y coordinate |
to_from |
NEMOVE_TOWARD - Will make the NPC
move toward the X Y coordinate. NEMOVE_AWAY - Will make the NPC move away from the X Y coordinate. |
speed |
NEMOVE_RUN - NPC will run. NEMOVE_WALK - NPC will walk. |
no_wake |
WAKEUP - Will reset the NPC's idle ticks
counter. If it is in sleep mode, it will wake it up. NOWAKE - Will leave the NPC's idle counter and sleep status alone. |
loop |
Number of steps for the NPC to take
toward/away from the object. Note: Loop can be interrupted and end prematurely. |
Explanation | |
Commands an NPC to move toward or away from an XY coordinate. | |
Return Values | |
Returns 1 | |
AI_SetOpponent |
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Parameters | |
(npc, opponent, no_wake:=WAKEUP) | |
Name | Type |
npc | The NPC that will receive the command. |
opponent | NPC reference that will be considered an opponent. |
no_wake |
WAKEUP - Will reset the NPC's idle ticks
counter. If it is in sleep mode, it will wake it up. NOWAKE - Will leave the NPC's idle counter and sleep status alone. |
Explanation | |
Places the NPC into war mode and sets an opponent. | |
Return Values | |
Returns 1 | |
AI_Sleep |
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Parameters | |
(npc) | |
Name | Type |
npc | The NPC that will receive the command. |
Explanation | |
Instructs the NPC to go into sleep mode. | |
Return Values | |
Returns 1 | |
AI_Speak |
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Parameters | |
(npc, text, text_type:=SPEAK_TEXTTYPE_DEFAULT, do_event:=SPEAK_DOEVENT_DISABLE, no_wake:=WAKEUP) | |
Name | Type |
npc | The NPC that will receive the command. |
text |
text_type for NPC.em SPEAK_TEXTTYPE_DEFAULT SPEAK_TEXTTYPE_WHISPER SPEAK_TEXTTYPE_YELL |
text_type |
Flags for sending a system event for
speech to surrounding NPCs. SPEAK_DOEVENT_DISABLE SPEAK_DOEVENT_ENABLE |
do_event | Type |
no_wake |
WAKEUP - Will reset the NPC's idle ticks
counter. If it is in sleep mode, it will wake it up. NOWAKE - Will leave the NPC's idle counter and sleep status alone. |
Explanation | |
Commands the NPC to speak. | |
Return Values | |
Returns 1 | |
AI_StartNerve |
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Parameters | |
(npc, nerve_name, script_name, data, no_wake:=WAKEUP) | |
Name | Type |
npc | The NPC that will receive the command. |
nerve_name | String containing the name of the nerve (dictionary key). |
script_name | Path of the script to start. |
data | Data to be sent to the nerve once it starts. |
no_wake |
WAKEUP - Will reset the NPC's idle ticks
counter. If it is in sleep mode, it will wake it up. NOWAKE - Will leave the NPC's idle counter and sleep status alone. |
Explanation | |
Used to start a custom nerve up from within a nerve.. | |
Return Values | |
Returns 1 | |
AI_Turn |
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Parameters | |
(npc, turn_to, direction:=NETURN_TOWARD, no_wake:=WAKEUP) | |
Name | Type |
npc | The NPC that will receive the command. |
object | Item or moble reference to turn away from / toward. |
direction |
Direction the NPC will face: NETURN_TOWARD - Will make the NPC turn toward the object. NETURN_AWAY - Will make the NPC turn away from the object. |
no_wake |
WAKEUP - Will reset the NPC's idle ticks
counter. If it is in sleep mode, it will wake it up. NOWAKE - Will leave the NPC's idle counter and sleep status alone. |
Explanation | |
Commands the NPC to face away from / toward an object. | |
Return Values | |
Returns 1 | |
AI_TurnXY |
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Parameters | |
(npc, x, y, direction:=NETURN_TOWARD, no_wake:=WAKEUP) | |
Name | Type |
npc | The NPC that will receive the command. |
x | X Coordinate |
y | Y Coordinate |
direction |
Direction the NPC will face: NETURN_TOWARD - Will make the NPC turn toward the object. NETURN_AWAY - Will make the NPC turn away from the object. |
no_wake |
WAKEUP - Will reset the NPC's idle ticks
counter. If it is in sleep mode, it will wake it up. NOWAKE - Will leave the NPC's idle counter and sleep status alone. |
Explanation | |
Commands the NPC to face away from / toward a coordinate | |
Return Values | |
Returns 1 | |
AI_WakeUp |
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Parameters | |
(npc) | |
Name | Type |
npc | The NPC that will receive the command. |
Explanation | |
Sends an event to the NPC causing it to reset its idle ticks counter and leave sleep mode. | |
Return Values | |
Returns 1 | |
AI_Wander |
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Parameters | |
(npc, no_wake:=WAKEUP, loop:=0) | |
Name | Type |
npc | The NPC that will receive the command. |
no_wake |
WAKEUP - Will reset the NPC's idle ticks
counter. If it is in sleep mode, it will wake it up. NOWAKE - Will leave the NPC's idle counter and sleep status alone. |
loop |
Number of times to attempt to wander. Note: Loop can be interrupted and end prematurely! |
Explanation | |
Commands the NPC to wander one step in a random direction. | |
Return Values | |
Returns 1 | |
AI_WarMode |
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Parameters | |
(npc, mode:=0, no_wake:=WAKEUP) | |
Name | Type |
npc | The NPC that will receive the command. |
mode |
0 - Takes the NPC out of warmode and
clears the opponent. 1 - Places the NPC into warmode. |
no_wake |
WAKEUP - Will reset the NPC's idle ticks
counter. If it is in sleep mode, it will wake it up. NOWAKE - Will leave the NPC's idle counter and sleep status alone. |
Explanation | |
Toggles warmode on the NPC. Setting to 0 also clears the opponent. Note: It is probably better to do npc.WarMode(0|1) |
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Return Values | |
Returns 1 | |