I'm sorry for this huge delay in getting this out (just been so busy) but I finally have a graphical Behavior Editor! (As well as a new shiny update to the behavior trees) My next task is a fully working example AI.
Behavior Editor Version 1.0

This simple to use GUI will allow you to quickly and easily create and edit AI Behaviors on the fly. To fire up this GUI simple use the command "/behavioredit".
All behaviors are saved as behavior files in the "behaviors/" directory, so be sure to give your NPC-Server access to this directory.
As stated in the last update, you can load a behavior file as such:
PHP Code:
this.behavior = new TStaticVar();
this.behavior.join("ai-behaviortree");
this.behavior.loadFromFile("behavior_tree_name", this);
Behavior Trees Version 1.2.1
Several updates here.
- All root nodes are selectors now, which is initialized with just "root".
- Because all roots are now selectors, the behavior file syntax no longer needs the root function (so no "rootSelector" or "rootSequence").
- Selectors now cache the last child node that succeeded (returned true) and tries that node first.
- The loop function will now loop until a node returns false if the loop number argument is -1.
- Added security to the loadFromFile function so that allow certain function names.
Download
The full set, along with it's dependencies, can be downloaded
here.