Talk:StendhalRefactoringCreatures: Difference between revisions

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imported>StephenIerodiaconou
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imported>MiguelAngelBlanchLardin
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</pre>
</pre>



----
Yes, but something more modular like:
<pre>
script Kobol

behaviour()
{
add(Coward(HP<30%))
add(Attack(Player))
add(Group(KoboldGroup))
add(Patrol(30 meters around))
add(NoSpeaker)
}
</pre>

The whole point is to avoid coding as much as possible.

About using Lua or python or anything like that I prefer to skip it. Java is already a script language, we can do it too with java in the same way we would did with python/lua.
--[[User:MiguelAngelBlanchLardin|MiguelAngelBlanchLardin]] 01:40, 31 Oct 2005 (PST)

Latest revision as of 09:40, 31 October 2005

For AI:

You could do something like a simple scripting language, e.g. in Baldurs Gate they use LUA i think, and then create AI defs in there. As you say you could have a set of standard modules of behaviour that you could call in each script.

e.g.

script Kobol

behaviour()
{
     if player within 10meters 
          Follow(player);  <- premade module
     if player within 3 meters
          Attack_If_Not_Injured(hitpoints); <- another module
     else
          Roam_For_Food();
}



Yes, but something more modular like:

script Kobol 

behaviour()
  {
  add(Coward(HP<30%))
  add(Attack(Player))
  add(Group(KoboldGroup))
  add(Patrol(30 meters around))
  add(NoSpeaker)
  }

The whole point is to avoid coding as much as possible.

About using Lua or python or anything like that I prefer to skip it. Java is already a script language, we can do it too with java in the same way we would did with python/lua. --MiguelAngelBlanchLardin 01:40, 31 Oct 2005 (PST)