Recently I tried to make use of the parent entity type feature. My hierarchy looks like this:
Living Entity
Monster
Kraken
However, I noticed that e.g. a "Kraken" can't inherit the urgency functions from "Living Entity".
If I assign my urgency function directly to "Kraken", the quest is generated as expected, otherwise a wrong plan is made by the quest generator entity.
Is it actually possible to inherit urgency functions?
Entities currently only inherit actions from parents.
Entities currently do not inherit urgency functions. But that's a great idea. I'll add it in the next update.
Entities also do not inherit motives, but since motives form the first player-facing part of a quest, I'll keep it that way. Every entity should have unique motives.
thanks for the reply! I was a bit confused because of the description in the inspector, where it says:
Parent entity types from which this entity type inherits urgency functions, actions, and drive values.
(from EntityTypeEditor.cs:87)
Maybe entities should also be able to inherit drive values. For example, if literally every pirate desires wealth, I would not have to add this characteristic to each individual quest entity type, but instead assign the parent entity "pirate".
Anyway - thanks for adding this feature in the next update! Can you estimate a date for its release?
Tony Li wrote: ↑Thu Sep 12, 2019 11:21 amMy goal is to get the update out at the end of my next 2-week dev cycle, which starts tomorrow. I'll try to send you an early patch before then, too.