parpg :: objects :: actors :: NonPlayerCharacter :: Class NonPlayerCharacter
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Class NonPlayerCharacter

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     object --+                
              |                
base.BaseObject --+            
                  |            
 base.DynamicObject --+        
                      |        
        base.GameObject --+    
                          |    
         object --+       |    
                  |       |    
    base.BaseObject --+   |    
                      |   |    
         base.CharStats --+    
                          |    
         object --+       |    
                  |       |    
    base.BaseObject --+   |    
                      |   |    
            base.Living --+    
                          |    
              CharacterBase --+
                              |
             object --+       |
                      |       |
        base.BaseObject --+   |
                          |   |
            base.Scriptable --+
                              |
                             NonPlayerCharacter

NPC class

Instance Methods [hide private]
 
__init__(self, ID, agent_layer=None, name='NPC', text='A nonplayer character', inventory=None, real_name='NPC', dialogue=None, **kwargs)
Set the basic values that are shared by all game objects.
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prepareStateForSaving(self, state)
Prepares state for saving
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getStateForSaving(self)
Returns state for saving
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createBehaviour(self, layer)
Creates the behaviour for this actor.
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wander(self, location)
Nice slow movement for random walking.
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talk(self, pc)
Makes the NPC ready to talk to the PC
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Inherited from CharacterBase: getLocation, give, hasItem, itemCount, run, setup, start, teleport, walk

Inherited from CharacterBase (private): _getCoords, _setCoords

Inherited from base.GameObject: __repr__

Inherited from base.DynamicObject: __getstate__, __setstate__, restoreState

Inherited from base.Living: die

Inherited from base.Scriptable: runScript, setScript

Inherited from base.BaseObject: trueAttr

Inherited from object: __delattr__, __format__, __getattribute__, __hash__, __new__, __reduce__, __reduce_ex__, __setattr__, __sizeof__, __str__, __subclasshook__

Class Variables [hide private]

Inherited from CharacterBase: coords

Properties [hide private]

Inherited from object: __class__

Method Details [hide private]

__init__(self, ID, agent_layer=None, name='NPC', text='A nonplayer character', inventory=None, real_name='NPC', dialogue=None, **kwargs)
(Constructor)

source code 

Set the basic values that are shared by all game objects.

Parameters:
  • ID - Unique object identifier. Must be present.
  • gfx - Dictionary with graphics for the different contexts @type coords 2-item tuple
  • coords - Initial coordinates of the object.
  • map_id - Identifier of the map where the object is located
  • blocking - Whether the object blocks character movement
  • name - The display name of this object (e.g. 'Dirty crate')
  • text - A longer description of the item
  • desc - A long description of the item that is displayed when it is examined
Overrides: object.__init__
(inherited documentation)

prepareStateForSaving(self, state)

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Prepares state for saving

Parameters:
  • state (dictionary) - State of the object
Overrides: base.DynamicObject.prepareStateForSaving

getStateForSaving(self)

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Returns state for saving

Overrides: base.BaseObject.getStateForSaving

createBehaviour(self, layer)

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Creates the behaviour for this actor. @return None

Returns:
None
Overrides: CharacterBase.createBehaviour

wander(self, location)

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Nice slow movement for random walking.

Parameters:
  • location (fife.Location) - Where the NPC will walk to.
Returns:
None

talk(self, pc)

source code 

Makes the NPC ready to talk to the PC

Returns:
None