Difference between revisions of "NPC Social Behavior (Game Mechanics)"

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(Verbal Communication)
(Verbal Communication)
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See: [[NPC Verbal Communication (Game Mechanics)|Verbal Responses]]
 
See: [[NPC Verbal Communication (Game Mechanics)|Verbal Responses]]
Awareness checks are not only for determining aggressive responses in the game but is also used as a means for npcs to communicate and act in response to player actions. Whenever an npc detects the presence of a player, the npc will check the player's faction standing with it and will then issue forth an appropriate response depending on what the player is currently doing or depending on what action the npc has taken as a result of a player presence or activity going on. All npcs within an given area will monitor the local surroundings for activities and players and will issue a response.
 
 
Note: There is some sort of check made on the server that prevents all npcs within the area from issuing a response at once when an event occurs or if a player/npc/creature enters their detection range, presumably to prevent spam. Only one npc is given an opportunity to make a response at some unknown interval.
 
 
NPC's have three types of response groups to choose from depending on what type of npc has spotted the player. These response choices are:
 
 
* Townsperson
 
* Military
 
* Stormtrooper
 
* Slang
 
  
 
==Source References==
 
==Source References==

Revision as of 21:04, 21 July 2009




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.

Game Mechanics

Creatures in SWG engage in a number of social behaviors within their own species as well as with hostile targets. A list of creature behaviors is as follows:

  • Herd
  • Pack
  • Lair Defense
  • Lair Healing
  • Lair Tethering
  • Resting Behavior
  • Npc Gathering
  • Factions

Test Logs


Healing

Some Npcs are flagged with the ability "healer" that allows them to heal members of their social group who are injured. No known values exist for what the values should be for Npcs heals however there is some information relating to NPC pets that are given the ability. These NPC medics have the ability to heal 250 damage every 10 seconds. Players who have positive faction with a particular NPC group will be assisted as well if they are engaged in combat while near a friendly pack npc.

Herd

Herd Npcs move in groups but do not assist each other unless they are also flagged as being Pack Npcs. These Npcs will keep within a certain range of other herd Npcs of their faction. If the Npcs are split up (for whatever reasons) then they will try to find the nearest herd Npc of their faction at the lair or spawn point. Npcs should always remain within the 64 meter tether of their lair spawn point unless they are patrolling.

Pack

Pack Npcs will assist other Npcs of their social group if the friendly member is under attack. Pack Npcs will assist friendly targets up to 45 meters away. Players who have positive faction with a particular NPC group will be assisted as well if they are engaged in combat while near a friendly pack npc.

Lair Defense

All unengaged Npcs that are linked to a particular lair will move to attack any target that actively attacks the lair regardless of their distance from the lair.

Lair Healing

All Npcs will heal their lair if it is directly attacked. Npcs place a high priority on healing the lair if its health falls below 90% and will not directly engage an enemy until the lair has been repaired. Npcs will in fact disengage from combat to go repair the lair. Npcs can heal 20% of the lair's total hitpoints per heal. After the repair is done, then the Npcs will go after the attacker(s). In order for a Npc to repair its lair it must first go to point blank range and then issue a heal. Healing the lair and then re-engaging the attacker takes approximately 5 seconds.

Lair Tethering

Npcs will stay within a 64 meter range from their lair or spawn point, although they do roam around anywhere in between these points. They will only leave this range in order to chase after a target, however when they disengage from that target, they will return to their spawn point of origin.

Resting Behavior

Npc's can activate resting behaviors such as sitting or dancing. These behaviors are activated randomly and are allowed if the npc is not engaged with a target, or otherwise on alert having spotted a potential threat within its detection range. Resting npcs will stand up and become alert if something enters their detection range. When an NPC is performing a dance routine, all unoccupied npcs of the same social group will watch the performance.

Npc Gathering

Npcs also have tendancy to rally to one another. When npcs are executing their wandering pathing routine, they will sometimes path towards each other in order to meet. When two NPCS meet together they will initiate conversation animations. Eventually the npcs will break up and begin pathing again.

Factions

Certain npc faction groups are antagonistic towards one another and npcs of these groups will attack one another if they are within each other's detection range. Players who are on the faction's hate list will also be targeted.



Verbal Communication

See: Verbal Responses

Source References

Source Source in Context