From fc6efb312181ebaa3d5c3641dddddcd231b32c6b Mon Sep 17 00:00:00 2001 From: Mimi Momo Date: Fri, 14 Jan 2022 16:54:52 -0600 Subject: [PATCH] hostility --- src/diary/entries/220224 | 28 +++++++++++++++++++++++++--- 1 file changed, 25 insertions(+), 3 deletions(-) diff --git a/src/diary/entries/220224 b/src/diary/entries/220224 index ba4d760..4ba00f2 100644 --- a/src/diary/entries/220224 +++ b/src/diary/entries/220224 @@ -23,9 +23,11 @@ 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 targets according to its targeting AI state, probably favoring the nearest and weakest opponents.
+A hostile NPC will enter a combative AI state, usually with the goal of pursuing 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 feedback, such as its name turning red or a sound effect playing. (Now I have the Aion aggro sound effect in my head.)
+Each NPC will express hostility differently. Broadly, hostile behavior falls into 3 groups: offensive, defensive, and targeting. Offensive states may involve melee or ranged attacks, weapon attacks or offensive skill usage, single-target attacks or AoE, frontlining or backlining, and so on. Defensive states may involve buffing or healing, fleeing or kiting, protecting themselves or their teammates, and so on. The targeting state will allow the character to have unique opinions on who is most deserving of its attention.
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+When a character becomes hostile toward the player, there will be feedback, such as battle music playing, the opponent's 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: @@ -37,7 +39,27 @@ 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 and will become disabled.
+The character will return to its idle position or the nearest waypoint of its patrol route. Its passive health regeneration returns to its usual rate. Possibly some skills and items will be combat-only and will become disabled.
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+

Scenarios


+A, B, and C are in team 1. D is allied with them. They are preparing to attack the idle team 2 (V, W, and X with ally Y). Both teams will be spotted by the patrolling team 3 (M, N, and O with ally P) in a minute. Team 2 and 3 are members of the same faction, while Team 1 is of an opposing faction. A, B, and D are within range of either other, while C is investigating something just out of range. V, W, and X are within range, while Y is stuck behind a rock just out of range. M, N, and O are patrolling, while P walks too slowly to be in immediate range of the others. A, V, and M are leaders of their teams. They lead, while their teammates flock with them. Allies are members of their own team(s). Ally team leaders will follow the team leader of the main team, while their teammates flock with them. Allies can have their own allies, resulting in large trails of allied groups. Allies will not engage against allies or support direct enemies of their allies. Allies may engage against allies removed or support direct enemies of allies twice removed, though.
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+Technically, allies are in their own team by themselves. Allies will flock within their own team and follow the general position of the main team or the individual teammate they are allied with. The main team will flock within their own team and ignore the positions of their allies. Allies will only share hostility with the main team through the coincidental case of being the same faction or type.
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+If a necromancer is allied with a team of paladin, they will only enter hostility through their own terms. For instance, the paladins may attack a bear, but the necromancer will ignore it until the bear is a direct threat to itself. If the paladins attack another necromancer, the enemy necromancers will likely ignore the paladin-allied necromancer and never pose a direct threat. The allied necromancer may express idle supportive behavior like buffing the paladins, but it will remain idle. The politics of the main team trump that of other roaming teams. The allied necromancer will not enter combat with the paladins merely because it is the same type as the necromancers. It will also not idly heal the team that is currently directly opposed to its paladin allies. If the enemy necromancers were fighting a team of merchants, and the paladins completely ignore both groups, the necromancer ally will enter the fray in support of the necromancers and against the merchants. This may draw the paladins in, who will support the merchants and fight the necromancers. The allied necromancer will immediately lose hostility towards anyone directly opposed to the main team's leader.
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+If the necromancer raises 2 liches, each lich is the leader of its own team, and each team is allied with the necromancer. Let's say the liches summon vampiric minions, one of which converts someone to an allied ghoul whose alliance remains constant with its chaos dwarf buddy who in turn is allied with its wargolem. The paladin will respect the necromancer and liches but become hostile towards the vampires and all other evil monsters and vice-versa.
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Last updated January 12, 2022