AI (functions): Difference between revisions

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{{Hat Note|More functions: [[Script Reference]]''}}
The AI functions involve controlling the AI of actors on a ground map. It controls features such as characters walking around idly, or following the player.
The AI functions involve controlling the AI of actors on a ground map. It controls features such as characters walking around idly, or following the player.


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== SetAIState ==
== SetAIState ==
{{SectStub}}
? (not documented correctly)
? (not documented correctly)



Latest revision as of 20:12, 17 January 2026

More functions: Script Reference

The AI functions involve controlling the AI of actors on a ground map. It controls features such as characters walking around idly, or following the player.

SetCharacterAI

This function gives the argument character the assigned AI.

Arguments

Argument order is AI:SetCharacterAI(chara, AI).

Name Type Technical Type Purpose
chara Ground Character RogueEssence.Ground.GroundChar The character to apply the AI to.
AI Table System.Object[] The AI to apply.

Usage

(todo)

DisableCharacterAI

Disables the AI processing of the ground character until it is re-enabled.

Arguments

Argument order is AI:DisableCharacterAI(chara, AI).

Name Type Technical Type Purpose
chara Ground Character RogueEssence.Ground.GroundChar The character to disable the AI of.

Usage

(todo)

EnableCharacterAI

If the character's AI was disabled with AI:DisableCharacterAI re-enables it.

Arguments

Argument order is AI:EnableCharacterAI(chara, AI).

Name Type Technical Type Purpose
chara Ground Character RogueEssence.Ground.GroundChar The character to enable the AI of.

Usage

(todo)

SetAIState

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? (not documented correctly)

Arguments

(todo)

Usage

(todo)