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. <br>
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 <a href="https://wiki.guildwars.com/wiki/Aggro">aggro</a> 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. <br>
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It's a very similar concept to <a href="https://wiki.guildwars.com/wiki/Aggro">aggro</a> 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. <br>
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. <br>
<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>
<h2>when does a character become hostile? </h2><br>
<h2>when does a character become hostile? </h2><br>
An NPC will become hostile under a few conditions:
An NPC will become hostile under a few conditions:
<ul>
<ul>
<li>A character from an enemy faction or an NPC allied with that character enters its social distance </li>
<li>An enemy faction member enters its social distance. Every character has a RangeBubble (Area2D) representing its social space. When a character enters range, it will trigger the "approached event" where a handler will identify any faction conflicts. If there is a significant level desparity, the character will remain idle. </li>
<li>That character dealt damage to it or its ally</li>
<li>A character dealt damage to it or its ally. If the damage dealer is out of rangeThere is no friendly fire. </li>
<li>That character attacked it or its ally</li>
<li>Something attacked it. </li>
<li>That character was damaged or attacked by it or its ally. </li>
<li>Something was damaged or attacked by it. </li>
<li>Any group of the same type entering social distance of a group actively hostile towards a character will also become hostile towards it. </li>
<li>When the majority of a team is hostile towards a character, any team of the same faction and type entering the social space of the hostile team will also become hostile towards it. </li>
</ul><br>
<li>When one member of a team becomes hostile, the others remain idle until aggravated. This allows skilled players to pull individual opponents away at a time without alerting the others and divine and conquer. This also prevents one foolhardy teammate from programmatically pulling aggro onto its entire team. </li>
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</ul>
Currently, the 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. <br>
<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>
<h2>what changes when a character is hostile? </h2><br>
<h2>what changes when a character is hostile? </h2><br>
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. <br>
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. <br>
@ -31,10 +30,10 @@ When a character becomes hostile toward the player, there will be additional cue
<h2>when is a character no longer hostile? </h2><br>
<h2>when is a character no longer hostile? </h2><br>
An NPC will lose hostility under a few conditions:
An NPC will lose hostility under a few conditions:
<ul>
<ul>
<li>The player and all allies put enough distance between himself and the NPC. </li>
<li>Its opponent has put enough distance between itself and the NPC. </li>
<li>The player and all allies leave the NPC's territory. An NPC will only pursue its victim so far before losing hostility and resuming its patrol route. </li>
<li>Its opponent leaves the NPC's territory. An NPC will only pursue its victim so far before losing hostility and resuming its patrol route. </li>
<li>The NPC can
<li>The player dies. </li>
<li>The player dies. </li>
<li>
</ul>
</ul>
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<h2>what happens after a character is no longer hostile? </h2><br>
<h2>what happens after a character is no longer hostile? </h2><br>