Are some NPC ObjTypes intrinsically evil?
Posted: Thu Feb 11, 2016 12:48 am
I am trying to create a friendly set of orcs. Orcs that are not considered evil by my guards. So I set the alignment of my test orc to good and set its AI script to person. Person is the same script that peasants are using. The guards always attack the "good" test orc as if it is a normal bad guy. I have looked at the guard AI and I can't see anyplace where it is scripted to look for specific NPC ObjTypes to determine their status as good or evil. Changing the orc's graphic to 0x191 (human female) had no effect on the guard's behaviour either.
I have also tested against two types of ostards and find that the forest ostard (ObjType 0xDB) is not attacked by the guards but the frenzied ostard (ObjType 0xDA) is attacked by the guards. I even changed the AI script on the frenzied ostard from dumbKillPCs to animal, the same as the forest ostard, and the guards still killed the frenzied one. Neither of the ostard definitions had any alignment type defined.
So my conclusion is that some NPC ObjTypes are inherently evil. Is that correct? If so is there a setting that can bypass this? I know I could script around it but I'd rather not if I can avoid it.
Thanks.
I have also tested against two types of ostards and find that the forest ostard (ObjType 0xDB) is not attacked by the guards but the frenzied ostard (ObjType 0xDA) is attacked by the guards. I even changed the AI script on the frenzied ostard from dumbKillPCs to animal, the same as the forest ostard, and the guards still killed the frenzied one. Neither of the ostard definitions had any alignment type defined.
So my conclusion is that some NPC ObjTypes are inherently evil. Is that correct? If so is there a setting that can bypass this? I know I could script around it but I'd rather not if I can avoid it.
Thanks.