diff --git a/src/diary/entries/220224 b/src/diary/entries/220224 index 2943b67..ba4d760 100644 --- a/src/diary/entries/220224 +++ b/src/diary/entries/220224 @@ -5,39 +5,39 @@ february 2, 2022


what is hostility?


-NPCs will generally not seek out the player for combat. They will either stand stationary or follow their patrol route, oblivious of the player until becoming hostile. Hostility triggers the NPC to change to an aggressive or defensive state. It's a very similar concept to aggro in Guild Wars because weaving through patrol patterns and balling mobs is one of my favorite things from any game, and I'd imagine it'd be just as fun in single player.
+Hostility is a state that a character's AI state machine can enter. More specific states will inherit from the hostile state to prompt targeting, aggressive, and defensive behavior. It's a very similar concept to aggro in Guild Wars because weaving through patrol patterns and balling mobs is one of my favorite things from any game.

-Usually, something will become hostile when a threat gets too close. Currently, ranges in Blessfrey mirror Edward T. Hall's zoning for interpersonal distances. Intimate distance is used for physical interaction and melee attacks, social distance is used for assessing hostility and ranged attacks.
+

when does a character become hostile?


+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.
+
+Usually, if an NPC is hostile, that means a threat got too close. Currently, proximities in Blessfrey mirror Edward T. Hall's zoning 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.
(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.)
-(By <a href="//commons.wikimedia.org/wiki/User:WebHamster" title="User:WebHamster">WebHamster</a> - <span class="int-own-work" lang="en">Own work</span>, CC BY-SA 3.0, Link)
+(By WebHamster - Own work, CC BY-SA 3.0, Link)

-

when does a character become hostile?


An NPC will become hostile under a few conditions: -

what changes when a character is hostile?


-A hostile NPC will enter a combative AI state and pursue its opponent until either is killed or out of range. During combat, its passive health regeneration will slow, while energy regeneration will remain constant. Maybe certain skills and items can't be used during combat. If it has hostility towards multiple targets, it will prioritize targeting according to its targeting AI.
+A hostile NPC will enter a combative AI state and pursue its opponent until either is killed or out of range. During combat, its passive health regeneration will slow, while energy regeneration will remain constant. Maybe certain skills and items can't be used during combat. If it has hostility towards multiple targets, it will prioritize targets according to its targeting AI state, probably favoring the nearest and weakest opponents.

-When a character becomes hostile toward the player, there will be additional cues, such as its name turning red or a sound effect playing. (Now I have the Aion aggro sound effect in my head.)
+When a character becomes hostile toward the player, there will be feedback, such as its name turning red or a sound effect playing. (Now I have the Aion aggro sound effect in my head.)

when is a character no longer hostile?


An NPC will lose hostility under a few conditions:

what happens after a character is no longer hostile?


-The character will return to its idle position or the nearest waypoint of its patrol route. Its passive health regeneration return to its usual rate. Possibly some skills and items will be combat-only.
+The character will return to its idle position or the nearest waypoint of its patrol route. Its passive health regeneration return to its usual rate. Possibly some skills and items will be combat-only and will become disabled.

Last updated January 12, 2022