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dsrc/sku.0/sys.server/compiled/game/object/creature_object_template.tdf
T
2018-03-26 01:21:00 +01:00

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id CREO
base tangible_object_template
templatename .*
serverpath ..\..\..\..\..\..\src\engine\server\library\serverGame\src\shared\objectTemplate
compilerpath ..\..\..\..\..\..\src\engine\shared\library\sharedTemplate\src\shared\template
version 0
enum FearState
{
FS_fearCalm
FS_fearAlert
FS_fearNervous
FS_fearRetreat
FS_fearFlee
}
enum AngerState
{
AS_angerCalm
AS_angerThreaten
AS_angerAttack
AS_angerFrenzy
}
enum PathNodeType
{
PN_Open //grasslands
PN_SparseCover //light forests, vaporator farms
PN_DenseCover //dense forests etc.
PN_NaturalInterior //caves
PN_ArtificialInterior //buildings
PN_NaturalPath //paths and trails
PN_ArtificialPath //roads
PN_PassableWater //rivers, ponds, shorelines
PN_ImpassableWater //big lakes and oceans
}
templateweapon_object_template defaultWeapon //weapon to use if none is equipped
list enumListAttributes int attributes //initial value for attributes
list enumListAttributes int minAttributes //minimum value for attributes
list enumListAttributes int maxAttributes //maximum value for attributes
float minDrainModifier //min drain rate in units/sec
float maxDrainModifier //max drain rate in units/sec
float minFaucetModifier //min regeneration rate in units/sec
float maxFaucetModifier //max regeneration rate in units/sec
int shockWounds //current shock wounds
list structAttribMod attribMods //(de)buffs the creature is created with
list enumListMentalStates float mentalStates //initial value for the mental state
list enumListMentalStates float maxMentalStates //maximum value for the mental state
list enumListMentalStates float mentalStatesDecay //time for the state to decay halfway to it's original value
list structMentalStateMod mentalStateMods //mental state (de)buffs the creature is created with
list enumListFearState float fearStateCutoffs //midpoints of fear
list enumListAngerState float angerStateCutoffs //midpoints of anger states
list enumListPathNodeType float pathPreferences //what the creature likes to move on
float loiterRange //how far the creature will move from its home (?)
int stomach //how much can be eaten before getting full
int lifespan //?
version 1
enum FearState
{
FS_fearCalm
FS_fearAlert
FS_fearNervous
FS_fearRetreat
FS_fearFlee
}
enum AngerState
{
AS_angerCalm
AS_angerThreaten
AS_angerAttack
AS_angerFrenzy
}
enum PathNodeType
{
PN_Open //grasslands
PN_SparseCover //light forests, vaporator farms
PN_DenseCover //dense forests etc.
PN_NaturalInterior //caves
PN_ArtificialInterior //buildings
PN_NaturalPath //paths and trails
PN_ArtificialPath //roads
PN_PassableWater //rivers, ponds, shorelines
PN_ImpassableWater //big lakes and oceans
}
//Creature Attributes
templateweapon_object_template defaultWeapon //weapon to use if none is equipped
list enumListAttributes int attributes //initial value for attributes
list enumListAttributes int minAttributes //minimum value for attributes
list enumListAttributes int maxAttributes //maximum value for attributes
float minDrainModifier //min drain rate in units/sec
float maxDrainModifier //max drain rate in units/sec
float minFaucetModifier //min regeneration rate in units/sec
float maxFaucetModifier //max regeneration rate in units/sec
list structAttribMod attribMods //(de)buffs the creature is created with
int lifespan //?
int shockWounds //current shock wounds
int stomach //how much can be eaten before getting full
// AI Behavioral Variables
list enumListAngerState float angerStateCutoffs //midpoints of anger states
list enumListMentalStates float approachMentalStateValues
float approachTriggerRange
float approachTriggerRangeMonitorPercent
list enumListFearState float fearStateCutoffs //midpoints of fear
float fleeAttributePercentThreshold
list enumListMentalStates float mentalStates //initial value for the mental state
list enumListMentalStates float maxMentalStates //maximum value for the mental state
list enumListMentalStates float mentalStatesDecay //time for the state to decay halfway to it's original value
list structMentalStateMod mentalStateMods //mental state (de)buffs the creature is created with
list enumListPathNodeType float pathPreferences //what the creature likes to move on
// AI State Modifiers
float seekSimilarMin
float seekSimilarMax
float seekDifferentMin
float seekDifferentMax
float seekNonCreatureMin
float seekNonCreatureMax
float loiterRangeMinimum //When we can remove loiterRange below, change these to be consistent
float loiterRangeMaximum //See above
float loiterDelayMin
float loiterDelayMax
float wanderRangeMin
float wanderRangeMax
float wanderAngleMin
float wanderAngleMax
float wanderDelayMin
float wanderDelayMax
float fleeLegRangeMin
float fleeLegRangeMax
float loiterRange //TO BE REMOVED
version 2
enum FearState
{
FS_fearCalm
FS_fearAlert
FS_fearNervous
FS_fearRetreat
FS_fearFlee
}
enum AngerState
{
AS_angerCalm
AS_angerThreaten
AS_angerAttack
AS_angerFrenzy
}
enum PathNodeType
{
PN_Open //grasslands
PN_SparseCover //light forests, vaporator farms
PN_DenseCover //dense forests etc.
PN_NaturalInterior //caves
PN_ArtificialInterior //buildings
PN_NaturalPath //paths and trails
PN_ArtificialPath //roads
PN_PassableWater //rivers, ponds, shorelines
PN_ImpassableWater //big lakes and oceans
}
//Creature Attributes
templateweapon_object_template defaultWeapon //weapon to use if none is equipped
list enumListAttributes int attributes //initial value for attributes
list enumListAttributes int minAttributes //minimum value for attributes
list enumListAttributes int maxAttributes //maximum value for attributes
float minDrainModifier //min drain rate in units/sec
float maxDrainModifier //max drain rate in units/sec
float minFaucetModifier //min regeneration rate in units/sec
float maxFaucetModifier //max regeneration rate in units/sec
list structAttribMod attribMods //(de)buffs the creature is created with
int lifespan //?
int shockWounds //current shock wounds
int stomach //how much can be eaten before getting full
bool canCreateAvatar //can a player create an avatar with this template
string nameGeneratorType //identifies which name generator to use
// AI Behavioral Variables
list enumListAngerState float angerStateCutoffs //midpoints of anger states
list enumListMentalStates float approachMentalStateValues
float approachTriggerRange
float approachTriggerRangeMonitorPercent
list enumListFearState float fearStateCutoffs //midpoints of fear
float fleeAttributePercentThreshold
list enumListMentalStates float mentalStates //initial value for the mental state
list enumListMentalStates float maxMentalStates //maximum value for the mental state
list enumListMentalStates float mentalStatesDecay //time for the state to decay halfway to it's original value
list structMentalStateMod mentalStateMods //mental state (de)buffs the creature is created with
list enumListPathNodeType float pathPreferences //what the creature likes to move on
// AI State Modifiers
float seekSimilarMin
float seekSimilarMax
float seekDifferentMin
float seekDifferentMax
float seekNonCreatureMin
float seekNonCreatureMax
float loiterRangeMinimum //When we can remove loiterRange below, change these to be consistent
float loiterRangeMaximum //See above
float loiterDelayMin
float loiterDelayMax
float wanderRangeMin
float wanderRangeMax
float wanderAngleMin
float wanderAngleMax
float wanderDelayMin
float wanderDelayMax
float fleeLegRangeMin
float fleeLegRangeMax
float loiterRange //TO BE REMOVED
version 3
enum FearState
{
FS_fearCalm
FS_fearAlert
FS_fearThreaten
FS_fearFlee
FS_fearPanic
}
enum AngerState
{
AS_angerCalm
AS_angerAttack
AS_angerFrenzy
}
enum PathNodeType
{
PN_Open //grasslands
PN_SparseCover //light forests, vaporator farms
PN_DenseCover //dense forests etc.
PN_NaturalInterior //caves
PN_ArtificialInterior //buildings
PN_NaturalPath //paths and trails
PN_ArtificialPath //roads
PN_PassableWater //rivers, ponds, shorelines
PN_ImpassableWater //big lakes and oceans
}
//Creature Attributes
templateweapon_object_template defaultWeapon //weapon to use if none is equipped
list enumListAttributes int attributes //initial value for attributes
list enumListAttributes int minAttributes //minimum value for attributes
list enumListAttributes int maxAttributes //maximum value for attributes
float minDrainModifier //min drain rate in units/sec
float maxDrainModifier //max drain rate in units/sec
float minFaucetModifier //min regeneration rate in units/sec
float maxFaucetModifier //max regeneration rate in units/sec
list structAttribMod attribMods //(de)buffs the creature is created with
int lifespan //?
int shockWounds //current shock wounds
int stomach //how much can be eaten before getting full
bool canCreateAvatar //can a player create an avatar with this template
string nameGeneratorType //identifies which name generator to use
// AI Behavioral Variables
list enumListAngerState float angerStateCutoffs //midpoints of anger states
list enumListMentalStates float approachMentalStateValues
float approachTriggerRange
float approachTriggerRangeMonitorPercent
list enumListFearState float fearStateCutoffs //midpoints of fear
float fleeAttributePercentThreshold
list enumListMentalStates float mentalStates //initial value for the mental state
list enumListMentalStates float maxMentalStates //maximum value for the mental state
list enumListMentalStates float mentalStatesDecay //time for the state to decay halfway to it's original value
list structMentalStateMod mentalStateMods //mental state (de)buffs the creature is created with
list enumListPathNodeType float pathPreferences //what the creature likes to move on
// AI State Modifiers
float seekSimilarMin
float seekSimilarMax
float seekDifferentMin
float seekDifferentMax
float seekNonCreatureMin
float seekNonCreatureMax
float loiterRangeMinimum //When we can remove loiterRange below, change these to be consistent
float loiterRangeMaximum //See above
float loiterDelayMin
float loiterDelayMax
float wanderRangeMin
float wanderRangeMax
float wanderAngleMin
float wanderAngleMax
float wanderDelayMin
float wanderDelayMax
float fleeLegRangeMin
float fleeLegRangeMax
float loiterRange //TO BE REMOVED
version 4
enum FearState
{
FS_fearCalm
FS_fearAlert
FS_fearThreaten
FS_fearFlee
FS_fearPanic
}
enum AngerState
{
AS_angerCalm
AS_angerAttack
AS_angerFrenzy
}
enum PathNodeType
{
PN_Open //grasslands
PN_SparseCover //light forests, vaporator farms
PN_DenseCover //dense forests etc.
PN_NaturalInterior //caves
PN_ArtificialInterior //buildings
PN_NaturalPath //paths and trails
PN_ArtificialPath //roads
PN_PassableWater //rivers, ponds, shorelines
PN_ImpassableWater //big lakes and oceans
}
//Creature Attributes
templateweapon_object_template defaultWeapon //weapon to use if none is equipped
list enumListAttributes int attributes //initial value for attributes
list enumListAttributes int minAttributes //minimum value for attributes
list enumListAttributes int maxAttributes //maximum value for attributes
float minDrainModifier //min drain rate in units/sec
float maxDrainModifier //max drain rate in units/sec
float minFaucetModifier //min regeneration rate in units/sec
float maxFaucetModifier //max regeneration rate in units/sec
list structAttribMod attribMods //(de)buffs the creature is created with
int lifespan //?
int shockWounds //current shock wounds
bool canCreateAvatar //can a player create an avatar with this template
string nameGeneratorType //identifies which name generator to use
// AI Behavioral Variables
float approachTriggerRange
float fleeAttributePercentThreshold
list enumListMentalStates float maxMentalStates //maximum value for the mental state
list enumListMentalStates float mentalStatesDecay //time for the state to decay from 100 to 0
version 5
enum PathNodeType
{
PN_Open //grasslands
PN_SparseCover //light forests, vaporator farms
PN_DenseCover //dense forests etc.
PN_NaturalInterior //caves
PN_ArtificialInterior //buildings
PN_NaturalPath //paths and trails
PN_ArtificialPath //roads
PN_PassableWater //rivers, ponds, shorelines
PN_ImpassableWater //big lakes and oceans
}
//Creature Attributes
templateweapon_object_template defaultWeapon //weapon to use if none is equipped
list enumListAttributes int attributes //initial value for attributes
list enumListAttributes int minAttributes //minimum value for attributes
list enumListAttributes int maxAttributes //maximum value for attributes
float minDrainModifier //min drain rate in units/sec
float maxDrainModifier //max drain rate in units/sec
float minFaucetModifier //min regeneration rate in units/sec
float maxFaucetModifier //max regeneration rate in units/sec
list structAttribMod attribMods //(de)buffs the creature is created with
int shockWounds //current shock wounds
bool canCreateAvatar //can a player create an avatar with this template
string nameGeneratorType //identifies which name generator to use
// AI Behavioral Variables
float approachTriggerRange
list enumListMentalStates float maxMentalStates //maximum value for the mental state
list enumListMentalStates float mentalStatesDecay //time for the state to decay from 100 to 0