Difference between revisions of "AI Data Tab"
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The [[Actor]] [[AI Data Tab]] determines the Actor's basic approach to combat. | The [[Actor]] [[AI Data Tab]] determines the Actor's basic approach to combat. | ||
[[File:AIDataTab.jpg|410px|thumb|right|AI Data Tab in the Creation Kit editor]] | |||
=AI Attributes= | =AI Attributes= | ||
==Aggression== | ==Aggression== | ||
Line 75: | Line 75: | ||
|Will only help Allies. | |Will only help Allies. | ||
|- | |- | ||
|Helps Friends | |Helps Friends and Allies | ||
|2 | |2 | ||
|Will help Friends and Allies. | |Will help Friends and Allies. | ||
Line 87: | Line 87: | ||
==Energy== | ==Energy== | ||
A value from | A value from 0–100, Energy determines how often the Actor will move to a new location when in a [[Sandbox Package]]. | ||
Line 133: | Line 133: | ||
Not used. | Not used. | ||
{{Languages | {{Languages}} | ||
[[Category:Actor]] | [[Category:Actor]] |
Latest revision as of 15:18, 11 November 2024
The Actor AI Data Tab determines the Actor's basic approach to combat.
AI Attributes[edit | edit source]
Aggression[edit | edit source]
In conjunction with Faction Relationships, determines when the Actor will initiate combat.
Type | Value | Description |
---|---|---|
Unaggressive | 0 | Will not initiate combat. |
Aggressive | 1 | Will attack Enemies on sight. |
Very Aggressive | 2 | Will attack Enemies and Neutrals on sight. |
Frenzied | 3 | Will attack anyone on sight. Actors are rarely set to Frenzied by default; this is usually the result of some other spell or effect (like the Frenzy spell). |
Confidence[edit | edit source]
Governs when the Actor will avoid or flee from threats.
Type | Value | Description |
---|---|---|
Cowardly | 0 | Will always avoid/flee from threats. Cowardly actors NEVER engage in combat under any circumstances. Confidence can never be lower than 0. |
Cautious | 1 | Will avoid/flee from threats unless the Actor is stronger than the threat. |
Average | 2 | Will avoid/flee from threats if outmatched. |
Brave | 3 | Will avoid/flee from threats only if severely outmatched. |
Foolhardy | 4 | Will never avoid/flee from anyone. |
Assistance[edit | edit source]
Governs whether the actor will assist their Friends and Allies in combat (see Factions).
Type | Value | Description |
---|---|---|
Helps Nobody | 0 | Will not help anyone. |
Helps Allies | 1 | Will only help Allies. |
Helps Friends and Allies | 2 | Will help Friends and Allies. |
Mood[edit | edit source]
Not used.
Energy[edit | edit source]
A value from 0–100, Energy determines how often the Actor will move to a new location when in a Sandbox Package.
Morality[edit | edit source]
If this Actor is the player's Follower, and the player orders them to commit a crime, Morality determines whether they will comply.
Type | Value | Description |
---|---|---|
Any Crime | 0 | The Actor will commit any crime. |
Violence Against Enemies | 1 | The Actor will commit Property Crimes, and Violent Crimes when ordered to attack an enemy (only). Rarely used. |
Property Crime Only | 2 | The Actor will commit Property Crimes (theft, trespass), but never Violent Crimes. Rarely used. |
No Crime | 3 | The Actor will refuse to commit any crime. |
Aggro Radius Behavior[edit | edit source]
Check the Aggro Radius Behavior box to enable the settings in this section.
- When a Neutral/Enemy enters the Warn radius, the Actor stops whatever he was doing and goes into the Warn behavior until the target leaves the radius or combat begins.
- When a Neutral/Enemy enters the Warn/Attack radius, the Actor goes into the Warn behavior. If the target does not leave this radius after a few seconds, the Actor attacks.
- When a Neutral/Enemy enters the Attack radius, the Actor just attacks.
- If the Actor is attacked while in the Warn behavior, they attack.
Combat Style[edit | edit source]
The Combat Style form for the Actor. This controls the enemy's general approach to combat.
Gift Filter[edit | edit source]
Not used.
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