Author Topic: [NPCs] System NPC behaviours  (Read 5826 times)

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RavenPaw

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[NPCs] Re: System NPC behaviours
« Reply #15 on: January 03, 2016, 01:40:51 PM »
This message has been marked as spam and deleted. Circlecat113's post count has been reduced by 2.
« Last Edit: January 09, 2016, 08:32:19 AM by Craig »

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Joel

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Re: System NPC behaviours
« Reply #16 on: January 03, 2016, 01:54:59 PM »
Can we be able to do friendly AI Behaviours with this new Update....if not than I vote for Friendly ai


   [NPC\Templer]---[Update]---[PlayerHastory:TemplerFriend]
                                             [Deffend Player]---[Isnot]---[Attack]




It Go's something like this...but it was hard to explane this so anyone is free to explane what im trying to say here its ok
« Last Edit: January 03, 2016, 01:57:42 PM by Joel »

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Re: System NPC behaviours
« Reply #17 on: January 04, 2016, 05:45:03 AM »
I will add to this as i finish them, these ideas are only for the natural spawning mobs, altho some of them can be used for those spawned from spawners.

Duck
AyrshireCow
Sheep
Spider
Dryad
Skeleton
Djinn
Goblin
Orc
TrollChief
TrollBoy
TrollGirl
Werewolf
HighlandCow
Alpaca
Fish
Boy
Girl
Girl2
Girl3
Girl4
Original

Carpenter
Caveman
Chef
Cowboy
Diablo
Explorer
Entrepreneur
GoldenKnight
Handyman
Hippie
Indian
InvaderMan
Jamaican
Knight
Lumberjack
Madman
Medic
Ninja
Pirate

Prisoner
Equip:
Shop: None
Compainion: none
Combat: Passive, Will retreat if attacked.
Detail

Pupil
Equip: Stick
Shop: None
Compainion: none
Combat: Passive, Will retreat if attacked.
Details:
Spawns at the start of a dig deep map near the spawn and can be spoken to at any time.
He has half the health as a normal player and will retreat if he gets attacked, He is also slightly faster then a player so he can usualy escape from most the things that attack him, He will also attempt to heal when he reaches 50% heal.

The pupil acts as just another form to access the "How-to" Section, Speaking to him will open up a dialog/menu screen with the same selection as the current how to.

Refugee

Angel/Templar
Equip: Angel: Light staff / Templar: Diamond sword
Shop: None
Compainion: none
Combat: Selective
Details:
Angels and templars will only spawn in the nexus layer and will be usualy found fighting diablos and other demonic creatures

Angels: will usualy be surrounded by 3-4 Templars and will fight along side them, Angels do damage equal to titanium katana but only against agressive mobs that are considered demonic, But does little to no damage againts other creatures.

Templar: Stays by angels side in combat and will risk their lifes to defend them, They wield a steel sword and shield and will agressivly seek out demonic creatures near by, They do not flee and their only source of health is the nearby angels.

Sage
Equip: Nature Staff
Shop: None
Compainion: None
Combat: None, Will disapear into smoke when attacked.
Details:
Every 10 unique wisdom scrolls you collect will spawn the sage who will offer wisdom in similar style to the wisdom scrolls but will also give the player coins.
After collecting the last wisdom scroll needed to unlock him he will spawn giving you some final advice and leaving a chest behind with a single rare inside.

Soldier
Equip: Pistol
Shop: None
Compainion: None
Combat: Selective
Details:
Will act similar to a sentry turret to where you can select what targets it will attack, When a target is found he will try to stay within 15 blocks of the target, if the target leaves this range he will give up and return to his post, While in combat he will not heal or escape.

Terminator
Equip: Shotgun
Shop: None
Compainion: None
Combat: Agressive. Will hunt the player
Details: will only spawn after contact with aliens are made.

TreeHugger
Equip: Flowers
Shop: None
Compainion: None
Combat: Passive, will flee if attacked
Details: Spends time around trees and picking flowers

Alien
Equip: None
Shop: None
Compainion: None
Combat: Agressive. Will attack the player if heard or seen.
Details: Every couple of nights a spaceship could spawn on the map, if a player enters the ship the alien will attempt to attack the player, once it is killed some futuristic npcs will spawn on the map (Robotic/Terminator)

Bomberman
Equip: None
Shop: Explosives for lower then shop price.
Compainion: None
Combat: neutral, Will explode dealing little damage if attacked.
Details: Found after obtaining C4/TNT blueprints, Will teach the player about explosives and will offer them access to a shop for one time use to get cheap explosives

ElfBoy/ElfGirl
Equip: Wooden Bow/Flint arrows
Shop: None
Compainion: None
Combat: Agressive. Will attack the player if heard or seen.
Details: Will patrol woodland areas and will attack mobs that enter the area, Will also attack the player if they attempt to chop down trees infront of them, If you leave the area and come back they will not longer be agressive.

Farmer
Equip: Nature Staff
Shop: Sells seeds and milk along with eggs
Compainion: Has two sheep following him
Combat: Neutral, Only attacks if provoked. Will flee from agressive mobs.
Details:
Will patroll open fields with 2 sheep following him at all time, and he will attempt to milk nearby cows every so often and will have a shop interface where he sells items like seeds/buckets of milk.
If a player attacks the sheep that follows him he will attempt to fight off the player with a nature staff

Hobo
Equip: None
Shop: None
Compainion: None
Default Text: Spare Some Change? (SouthPark Reference)
Combat: Passive, Will flee if attacked.
Details:
Has nothing real special about them, if found randomly in the woods they will move towards the player and ask for change, If the player gives them any money or kills them they will get a item with little worth.

Zombie
Equip: None
Shop: None
Compainion: None
Combat: Agressive. Will attack the player if heard or seen.
Details:
Spawns at every night
When another player/mob gets defeated near the zombie, the zombie will go towards where the enime was defeated and will regain a portion of their life
The rest of his stats/abilities should be like our current zombies.

Dwarf 1-6
Equip: Packaxes (But will not drop)
Drops Change to drop low level ores.
Shop: None
Compainion: None
Combat: Neutral, Will attack if a players attempts to take ore out of the chest
Details:
Can be found patroling in small mineshafts, if players attempt to take from a chest in the mineshaft all the Dwarfs will become agressive towards the player.

King/Princess/guard
Equip: King - Steel Claymore/Princess - None/Guard steel shield and sword.
Shop: None
Compainion: King will spawn with 1 princess and 4 guards
Combat: Neutral will only attack if provoked
Details:
King will spawn with his princess and 4 knights randomly on the surface (Only 1 on map at a time)
If the princess/king is attacked all guard will become agressive towards the player who attacked them, The guards will have the same play style as the example in the OP, only difference being that they can not leave the king/princess by more then 10 blocks.

Astronaut
Equip: None
Shop: None
Compainion: None
Combat: Neutral will only attack if provoked
Details:
Can be found at deepest part of water around the map just floating around, Does nothing of importance.
(Out of ideas on this one)

Sailor



Fisherman
Equip: Fishing rod/Stick
Shop: Sells fish at lower then normal price, Stock is limited to what he catches
Compainion: None
Combat: Neutral will only attack if provoked
Details:
Will spend alot of time walking around large water sources in efforts to catch fish,
if spoken to for the first time they will give the player a fishing rod (If not added a spear/stick)
If he catches fish he will have a shop like interface where he will sell fish at a lower then normal rate, but the stock is limited and will take awhile to update.
When attacked twice by anything he will attempt to fight but does little damage due to lack of weapon and can only heal twice using fruit.

Policeman
Equip: steel sword
Shop: None
Compainion: None
Combat: Neutral, Will only attack if provokes by attacking either him or a near by NPC.
Details: Policeman would be similar to guards/templors and other protective NPCs, However they would be at the lower end of the spective due to police being generaly alot weaker then trained soldiers.

Patrols within 20 blocks of the spawner
will only attack the player if they try to attack passive animals or npcs
While in combat they will attack the player untill 30% health at this point they will attempt to eat low healing food untill that runs out
then they will attempt to flee once they reach 15% health

DemiGod/DemiGoddess/Zeus
Equip: None
Shop: None
Compainion: DemiGod/DemiGoddess will be together usualy within 10 blocks of each other
Combat: Importal Object, Cannot be killed.
Details:
Will spawn close to spawn and cannot be killed by the player, the demigods will not leave 30 blocks from the spawn.
They will both offer the player quest lines where they can get some decent XP
Demigodess will ask you to craft certain items or cook certain item
Demigod will ask you to defeat certain mobs in combat (Like kill 50 Spiders *Reward being Spider Bow*)
Once you have completed both of their quests a diablo will spawn and kill them both
Once they die a lightning sound will play and a bright flash will apear on screen, And zues will apear as the diablo disapears. He will then give you're final reward and could possible be a new unlock for the demigods.

HermesWraith
Equip: Remove Sword/Staff from model and given Spiderstaff or necro staff
Shop: None
Compainion: Several Zombies spawn along with the HermesWraith
Combat: Agressive. Will attack the player if heard or seen.
Details:
Will spawn along side several zombies, The HermesWraith will stay within 10 blocks of the zombie horde and will slightly heal the zombies when the zombies health falls below 25%, When attacked the heremes Wraith will call for his zombie minions to defend him, all zombies within 10 blocks of his will come to his aid, When in combat swinging his staff deals damage similar to a zombie hit and if possible cause fire to spawn below the player, Meaning the player needs to constantly move while fighting the Wraith.



Robotic
Equip: None
Shop: None
Compainion: None
Combat: Immortal object
Details:
Spawns and then Flys around the top of the map
Once spoken to it will offer the player some advice on scripts and give the player a free amulet of flight before despawning for good.

Testerman
Equip: None
Shop: None
Compainion: None
Combat: Importal Object, Cannot be killed.
Details: Spawns rarely and will spawn far from the player in dark areas and will try to stay out of the players line of sight, when spoken to he will say "Where is she?" (batman reference) and he will disapear, Leaving behind a chest like those that are found underground.
« Last Edit: January 12, 2016, 01:00:40 PM by Clerical »

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Re: System NPC behaviours
« Reply #18 on: January 04, 2016, 06:59:15 AM »
Sage:
Tends to wander about, generally not far from the small huts they frequent (and possibly build.) On occasion (only on Dig Deep) can be found around Wisdom Scrolls on the SURFACE ONLY. Uses staves, only fights if threatened but uses *possible* magic scripts. If in a battle tends to summon at least one minor creature at a time, preferably a goblin. Will speak to players, but usually offers vague advice or random chatter about magic/the weather...etc. Generally has books on their person upon death. If they have a hut, they may possess several books in containers and such.

-Will write more soon, still debating on other habits.

amos

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Re: System NPC behaviours
« Reply #19 on: January 11, 2016, 01:12:48 AM »
Entrepreneur could spawn with a little money that players could get by betting on who gets the highest random number, or killing him I suppose would work too.
« Last Edit: January 11, 2016, 01:32:44 AM by amos »

ElderDragon66

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Re: System NPC behaviours
« Reply #20 on: January 11, 2016, 02:17:11 AM »
Following guard any npc but enemy ones

Craig

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Re: System NPC behaviours
« Reply #21 on: January 12, 2016, 04:06:22 AM »
OP updated

AssassinplayzYT

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Re: System NPC behaviours
« Reply #22 on: February 13, 2016, 03:32:10 AM »
Is it a mod or not? For moving NPC?

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Re: System NPC behaviours
« Reply #23 on: February 13, 2016, 11:36:44 AM »
Is it a mod or not? For moving NPC?
No its for the game for a future update and pc v.ersion, most of the time if a developer post something its not for a mod.



ChAoSxZOMBI3

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Re: System NPC behaviours
« Reply #24 on: June 30, 2016, 11:51:02 AM »
Indian
The Indian could walk around with a wooden bow shooting animals for food and other resources to hold but after his inventory gets filled they go back to there spawn area and stop hunting until inventory is refreshed also he goes no more than 15 blocks away from spawned unless under attack. If there is a group of Indians than they will have a tribe and hunt together. Oncethe Indian is at low health he eats his collected food to survive. It's not the best idea but it was an idea  /mooning

 
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Re: System NPC behaviours
« Reply #25 on: August 01, 2016, 09:10:34 PM »
I like this  will it be on Xbox 360????

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Re: System NPC behaviours
« Reply #26 on: August 01, 2016, 09:30:38 PM »
I like this  will it be on Xbox 360????

No, Unfortunately. Too much work needs to be done.

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Re: System NPC behaviours
« Reply #27 on: August 06, 2016, 04:25:39 PM »
SPIDER : Could be a trapdoor version that pops out of walls when a player gets too close.

Spiders- some can walk on water

Ayeshire cow - charges the PC and attacks if they get too close.


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Re: System NPC behaviours
« Reply #28 on: August 06, 2016, 05:41:25 PM »
I'm I missing something? Will this ever be for the Xbox 360, or is this set for the PC. I know it will before the PC, but will we see this for the Xbox 360 or probably not?
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Re: System NPC behaviours
« Reply #29 on: August 06, 2016, 06:48:16 PM »
I'm I missing something? Will this ever be for the Xbox 360, or is this set for the PC. I know it will before the PC, but will we see this for the Xbox 360 or probably not?

Craig's already said it's too late to add them to the 360.