Character Creation

Every object in the Characters view creates a unique in-game character.

When the game starts, it executes all On Startup trees on the character, here you can adjust the character sheet, add items to the inventory, assign gold and so on. This is all documented in the server side scripting chapter.


When you define a class and a race for the character in the character settings, like in the screenshot below, also the startup trees for the systems Fighter and Human class get executed, and they get executed before the character startup trees.

The order of execution is:

Class (Fighter) -> Race (Human) -> Character

This allows that the class implements the main character abilities in the sheet while the race implements certain limitations for them (for example a fighter may have a minimum STR value) and the character startup trees themselves can add unique abilities or inventory.

Note that the class and race behaviors need to be implemented as Systems objects. All re-usable behaviors are always located in the Systems view.

Character Creation Character Creation

Inheritance for Players

When an action command gets send from the client, Eldiron first tries to execute the behavior tree of the same name in the characters behavior, if it was not found it tries to execute it in the class and after that in the race.

This allows you to implement behavior inheritance by implementing basic functionality for the class and race while still having the opportunity to make the character unique by overriding certain trees.

The order of execution is:

Character -> Class -> Race

NPC Inheritance

NPCs behave similar to player characters, but instead from commands from the client, Eldiron execute all behavior trees which are marked as Always.

Meaning that first all character trees get executed, than the class trees and than the race trees.

Giving you the same inheritance profile as with player characters.

Players and NPCs can of course inherit from the same classes and races.