Wasteland Ghost
Администратор
Posts: 869
Маленькое Злое Привидение
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Re: AI Пакет для критеров
« Reply #5 on: 27 June 2010, 14:31:35 » |
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Опа. А я и не знала, что там эдакая бредятина. Факт-то давно известен... Вот кой-какая инфа, если что. Доку времени нет оформлять. ================================================================================
AI.TXT
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Location: master.dat/data\ai.txt
Description: this file contains AI parameters for Fallout1&2
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File format:
[SECTION NAME] - each section is named by the value in []
------------------ Common parameters: ------------------ packet_num - the number of the AI packet. DO NOT CHANGE THIS EVER! max_dist - maximum distance in hexes to stay in combat sequence. min_to_hit - minimum to_hit needed to attack. min_hp - minimum hp, below which NPC will run away. aggression - value 0-100, percent chance to act aggressively in certain combat situations. hurt_too_much - damage results that will NPC run away. Valid values for hurt_too_much are: crippled, blind, crippled_legs, crippled_arms (separate the values by commas, eg. hurt_too_much=crippled_legs, blind). secondary_freq, called_freq - frequency defines: for a value of N, they define an action to occur 1/N of the time font, color, outline_color - values to be used for combat message fonts. chance - this is the chance of any message coming up (0-100) ------------------ Fallout1 specific: ------------------ run_start, move_start, attack_start, miss_start, hit_head_start, hit_left_arm_start, hit_right_arm_start, hit_torso_start, hit_right_leg_start, hit_left_leg_start, hit_eyes_start, hit_groin_start - values for the combat messages in combatai.msg. These start values define a range and must stay in this order. For example, all of the move messages are located in combatai.msg as the strings numbered from (move_start) to (attack_start-1). Note that if the end value is less that the start value, this means there are no messages. For example, if move_start and attack_start was the same value, this means there are no move messages. last_msg - this is the number of the last valid message for this packet. ------------------ Fallout2 specific: ------------------ general_type - unknown. body_type - unknown.
area_attack_mode - attack modes. Valid values: no_pref, always, sometimes, be_sure, be_careful, be_absolutely_sure. attack_who - person to attack. Valid values: whomever_attacking_me, strongest, weakest, whomever, closest. best_weapon - best weapon to use. Valid values: no_pref, never, random, unarmed, ranged_over_melee, melee_over_ranged, unarmed_over_thrown. chem_use - when to use chems. Valid values: clean, sometimes, stims_when_hurt_little, stims_when_hurt_lots, anytime, always. chem_primary_desire - chems priority. Valid values: proto ID of chems, separated by commas. run_away_mode - runaway mode. Valid values: none, coward, finger_hurts, bleeding, not_feeling_good, tourniquet, never. disposition - NPC disposition. Valid values: -1, none, �oward, defensive, aggressive, berserk. distance - distance between NPC and his opponent. Valid values: random, charge, on_your_own, stay, stay_close, snipe.
move_end, move_start - end and start values for move messages in combatai.msg. attack_end, attack_start - end and start values for attack messages in combatai.msg. hit_eyes_end, hit_eyes_start, hit_groin_end, hit_groin_start, hit_head_end, hit_head_start, hit_left_arm_end, hit_left_arm_start, hit_left_leg_end, hit_left_leg_start, hit_right_arm_end, hit_right_arm_start, hit_right_leg_end, hit_right_leg_start, hit_torso_end, hit_torso_start - end and start values for hit messages in combatai.msg. miss_end, miss_start - end and start values for miss messages in combatai.msg run_end, run_start - end and start values for runaway messages in combatai.msg
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