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