AI Data

Aggression
Governs when the actor will initiate combat. Select an aggression level from the drop-down list. Note that actors will never attack Friends or Allies.

Assistance
Governs whether the actor will assist Allies and Friends in combat. Select an assistance level from the drop-down list.

Confidence
Governs how likely the actor will avoid or flee from threats.

Energy
Range 0 - 100. Determines how often the actor moves to a new location when executing a Sandbox Package.

Responsibility
Not used.

Mood
Defines the actor's default facial expression, where applicable.

Aggro Radius Behavior
Check to enable. When a Neutral/Enemy enters the Aggro radius, the actor stops whatever he was doing and goes into Warn behavior, until the target leaves the radius or the actor goes into combat against the target. If the target remains in the radius too long, the creature will initiate combat. If the target moves to within half the aggro radius, the creature initiates combat immediately.
 * Aggro Radius: Distance value. Almost exactly like the Guard Radius on a Guard Package -- the actor will warn and then attack any Neutral or Enemy that comes within the Aggro Radius.

Autocalc Services
If this box is marked, the boxes are checked based on faction data. Otherwise, the individual boxes can be checked for the NPC. NPCs will buy anything, regardless of how these boxes are marked. However, they will only sell items that satisfy the conditions of these boxes. The Barter Gold is set by leveled item lists in the actor's inventory.

Yielding
The player may yield in order to stop accidental combat. Yielding will only work against actors who are not aggressive towards the player, i.e. they are fighting only because the player attacked them.


 * The player yields by putting his weapon away within the first 10 seconds of combat ( Gamesetting: fCombatYieldTimer( default: 10.0 ) ). After the timer has expired, the player can no longer yield. When combat ends, the timer is cleared.
 * After the player yields -- meaning that ANYONE stopped combat with the player because of the yield -- another timer starts ( Gamesetting: fCombatYieldRetryTime( default: 600.0 ) ). The player cannot yield again until that timer expires.