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19 lines
1.7 KiB
Plaintext
19 lines
1.7 KiB
Plaintext
7 months ago
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<!--210610,200429-->
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<h1>factions</h1>
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march 24, 2022<br>
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#factions <br>
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<h2>out of the norm </h2><br>
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RPGs are all about the stats that define their characters. The values of each stat are constantly being jostled around by buffs, debuffs, enchanted equipment, environmental effects, and perks. If you allow each <br>
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<h2>when does a character become hostile? </h2><br>
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NPCs generally will not seek out the player for combat. They will either stand stationary or follow their patrol route, oblivious of the player until becoming hostile. <br>
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Usually, if an NPC is hostile, that means a threat got too close. Currently, proximities in Blessfrey mirror <a href="https://en.wikipedia.org/wiki/Proxemics">Edward T. Hall's zoning</a> for interpersonal distances. Intimate distance is the range for physical interaction and melee attacks and social distance is the range for assessing hostility and ranged attacks. <br>
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<center><img src="/static/img/ent/Personal_Space.svg" alt="(image: A visualization of proxemics by WebHamster of Wikipedia. Around someone are 4 concentric circles with varying diameters: within 25 feet is their public space, 12 feet is their social space, 4 feet is their personal space, and 1.5 feet is their intimate space.)" width="500" height="267.72"></center>
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(By <a href="//commons.wikimedia.org/wiki/User:WebHamster" title="User:WebHamster";>WebHamster</a> - <span class="int-own-work" lang="en">Own work</span>, <a href="https://creativecommons.org/licenses/by-sa/3.0" title="Creative Commons Attribution-Share Alike 3.0">CC BY-SA 3.0</a>, <a href="https://commons.wikimedia.org/w/index.php?curid=6147809">Link</a>) <br>
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Last updated January 12, 2022
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