Difference between revisions of "Mob Spawn (Game Mechanics)"

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(Static Townsperson Spawns)
(Static Townsperson Spawns)
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Decorative Npcs & Mission Giving Npcs
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Decorative Npcs
  
 
Most of these npcs are basically for decorative purposes to add atmosphere to each town. Each planet has its own unique set of npcs that are spawnable within a town. For example, gungan townsperson npcs only spawn on naboo as do Naboo RSF npcs and so on.  Townsperson npcs have fixed spawn points and numbers per spawn. The number of townsperson npcs at a particular point will not change, however the composition changes at every server reboot. Following a server reboot, the type of npc at a particular spawn point will change although the quantity will not. As an example, at a fixed point near theed starport, there were two npcs ('a gungan hermit' and 'a farmer' )that spawn at a set location. At every server reboot these npcs are swapped with two different npc types ('a spacer' and 'a technician'. All static townsperson npcs have names along with an occupation description (ex. Joe Blow (a Spacer) ). Static npc names follow the same guidelines and limitations that normal species and gender restrictions allow for. As a general rule, any kind of npc can be placed together as long as it is appropriate for that planet (an tatooine only npc cannot spawn on naboo as an example) and within a certain challenge level range. The game uses mob lists even for npc towns to determine what kinds of npcs can be selected from. These mob lists include planet specific npcs (gungans for naboo as an example) and caps the challenge level of npcs on that list so that only npcs within a certain level range can be selected from out of the pool (probably to prevent occurances as an example, such as nightsisters being selected as random filler npcs at dathomir outpost). In some cases it has been observed where storm troopers are paired with other npcs, thus the spawn system here is very diverse and randomized.  
 
Most of these npcs are basically for decorative purposes to add atmosphere to each town. Each planet has its own unique set of npcs that are spawnable within a town. For example, gungan townsperson npcs only spawn on naboo as do Naboo RSF npcs and so on.  Townsperson npcs have fixed spawn points and numbers per spawn. The number of townsperson npcs at a particular point will not change, however the composition changes at every server reboot. Following a server reboot, the type of npc at a particular spawn point will change although the quantity will not. As an example, at a fixed point near theed starport, there were two npcs ('a gungan hermit' and 'a farmer' )that spawn at a set location. At every server reboot these npcs are swapped with two different npc types ('a spacer' and 'a technician'. All static townsperson npcs have names along with an occupation description (ex. Joe Blow (a Spacer) ). Static npc names follow the same guidelines and limitations that normal species and gender restrictions allow for. As a general rule, any kind of npc can be placed together as long as it is appropriate for that planet (an tatooine only npc cannot spawn on naboo as an example) and within a certain challenge level range. The game uses mob lists even for npc towns to determine what kinds of npcs can be selected from. These mob lists include planet specific npcs (gungans for naboo as an example) and caps the challenge level of npcs on that list so that only npcs within a certain level range can be selected from out of the pool (probably to prevent occurances as an example, such as nightsisters being selected as random filler npcs at dathomir outpost). In some cases it has been observed where storm troopers are paired with other npcs, thus the spawn system here is very diverse and randomized.  
  
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Note: On the live servers, Decorative npcs remain non combative and lose their innate faction affiliations and normal NPC AI routines such as attacking hostile factions or issuing verbal responses to hostile/friendly factions in the vicinity.
  
  
There are some exceptions however; static quest npcs always use the same particular npc
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Mission Giving Npcs
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Mission giving npcs follow the same rules as decorative npcs. Mission npcs are in fact decorative npcs that come in clusters of 2. All groupings of 2 decorative npcs are involved in the mission giving process. One of the npcs will be a herald for the actual quest giver, informing the player to talk with it.
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Note: On the live servers, Npcs that are within spaceports cannot be interacted with (unknown why this occurs), therefore even if the spaceport has a grouping of 2 npcs, these npcs wont act as mission givers.
  
 
==Source References==
 
==Source References==

Revision as of 13:29, 30 July 2009




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Game Mechanics

Mob Spawning is the process by which npc and creature objects are brought into or removed from the game world. There are three types of spawning scenerios:

  • Static Townsperson Spawns
  • Static World Spawns
  • Dynamic World Spawns


Static Townsperson Spawns

Static Townsperson spawns are non attackable npcs that appear at fixed positions in every NPC city. Static townsperson npcs come in several types:

  • Decorative Npcs
  • Mission Giving Npcs
  • Delivery Mission Targets
  • Crafting Mission Targets
  • Quest Npcs


Decorative Npcs

Most of these npcs are basically for decorative purposes to add atmosphere to each town. Each planet has its own unique set of npcs that are spawnable within a town. For example, gungan townsperson npcs only spawn on naboo as do Naboo RSF npcs and so on. Townsperson npcs have fixed spawn points and numbers per spawn. The number of townsperson npcs at a particular point will not change, however the composition changes at every server reboot. Following a server reboot, the type of npc at a particular spawn point will change although the quantity will not. As an example, at a fixed point near theed starport, there were two npcs ('a gungan hermit' and 'a farmer' )that spawn at a set location. At every server reboot these npcs are swapped with two different npc types ('a spacer' and 'a technician'. All static townsperson npcs have names along with an occupation description (ex. Joe Blow (a Spacer) ). Static npc names follow the same guidelines and limitations that normal species and gender restrictions allow for. As a general rule, any kind of npc can be placed together as long as it is appropriate for that planet (an tatooine only npc cannot spawn on naboo as an example) and within a certain challenge level range. The game uses mob lists even for npc towns to determine what kinds of npcs can be selected from. These mob lists include planet specific npcs (gungans for naboo as an example) and caps the challenge level of npcs on that list so that only npcs within a certain level range can be selected from out of the pool (probably to prevent occurances as an example, such as nightsisters being selected as random filler npcs at dathomir outpost). In some cases it has been observed where storm troopers are paired with other npcs, thus the spawn system here is very diverse and randomized.

Note: On the live servers, Decorative npcs remain non combative and lose their innate faction affiliations and normal NPC AI routines such as attacking hostile factions or issuing verbal responses to hostile/friendly factions in the vicinity.


Mission Giving Npcs

Mission giving npcs follow the same rules as decorative npcs. Mission npcs are in fact decorative npcs that come in clusters of 2. All groupings of 2 decorative npcs are involved in the mission giving process. One of the npcs will be a herald for the actual quest giver, informing the player to talk with it.


Note: On the live servers, Npcs that are within spaceports cannot be interacted with (unknown why this occurs), therefore even if the spaceport has a grouping of 2 npcs, these npcs wont act as mission givers.

Source References

Source Source in Context