Difference between revisions of "NPC Verbal Communication (Game Mechanics)"

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== NPC Dialogue Types ==
 
== NPC Dialogue Types ==
  
These are the types of dialogue responses available from npcs. Click on one to find out what function each serves in the game and which npcs utilize it.
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These are the types of dialogue responses available from npcs when a player interacts with it. Click on one to find out what function each serves in the game and which npcs utilize it.
  
 
* Bartender
 
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* General Conversation
 
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== NPC Moods ==
  
  

Revision as of 09:51, 4 August 2009




Game Mechanics - Mechanics Category

SWGANH Wiki is a repository of Star Wars Galaxies Developer information. This site is only meant to be used by SWGANH Developer team.


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Mechanics This document is about game mechanics.


NPC Dialogue Types

These are the types of dialogue responses available from npcs when a player interacts with it. Click on one to find out what function each serves in the game and which npcs utilize it.

  • Bartender
  • Spynet Operative
  • Town Mission Herald
  • Town Mission
  • Non Town Mission
  • POI Herald
  • Awareness Responses
  • Combat Responses
  • Quest
  • GCW Faction
  • Cantina Crackdown
  • Contraband Search
  • Mini Game
  • Junk Dealer
  • Jawa Trader
  • Chassis Dealer
  • Crafting Mission
  • Delivery MIssion
  • General Conversation


NPC Moods

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 an entity, the npc will check the entity's faction standing with it and will then issue forth an appropriate response depending on what the entity is currently doing or on what action the npc has taken as a result of the entity's presence or activity going on. All npcs within an given area will monitor the local surroundings for activities and other entities 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 a few NPCs are given an opportunity to make a response at some unknown interval.

NPC's have three response groups to choose from depending on what type of npc has spotted an entity within its detection range. These response choices are:

  • Townsperson
  • Military
  • Stormtrooper
  • Slang


Out of these response groups come response types. These response types are:

  • Alert Responses
  • Ally Responses
  • Assist Responses
  • Attacked Responses
  • Hit Target Responses
  • Being Hit Responses
  • Threat Responses
  • Death Responses
  • Victory Responses
  • Hostile Target Leaving Responses
  • Hostile Target Greeting Responses
  • Disliked Target Leaving Responses
  • Disliked Target Greeting Responses
  • Liked Target Leaving Responses
  • Liked Target Greeting Responses
  • Combat Closure Responses
  • Flight Responses
  • Request Aid Responses


NPC vocalization also includes tones in the speech through mood types. The tone selected for whatever an npc says appears from the mood_types.stf file. NPCs will randomly choose between mood and speech types based on their like or dislike of the target within their detection range. For example if an npc likes a player they will randomly choose between a number of (friendly) moods to select for the tone of their greeting or reactionary speach. NPCs also change their mood and speach tone in response to events based whether or not they like or dislike a target within detection range. For example if a player is attacking an npc, the npc will issue hostile moods to select for the tone of their speach issued during combat such as when they are hit etc.

Response Types

Alert Responses

These responses are given by npcs when an entity has been detected.


Ally Responses

These responses are given by npcs when a friendly faction ally or member of their faction is being attacked within their detection range and where the npc is going over to assist the ally.

Assist Responses

These responses are given by npcs when an npc has selected the same target to attack as another friendly faction member or ally.

Attacked Responses

These responses are given by npcs when combat has been initiated against them by another entity.


Hit Target Responses

These responses are given by npcs when they are actively attacking a target.


Being Hit Responses


These responses are given by npcs when they are being actively hit.


Threat Responses


These responses are given by npcs when a detected hostile target gets closer than a certain distance to the npc.


Death Responses


These responses are given by npcs when they are killed.


Victory Responses


These responses are given by npcs immediately when they have successfully killed the aggressors in their detection range.


Hostile Target Leaving Responses


These responses are given by npcs when a detected hostile entity has reached the 40 meter mark on a course taking it away from the npc.

Hostile Target Greeting Responses


These responses are given by npcs when a detected hostile entity has reached the 40 meter mark on a course taking it towards the npc.

Disliked Target Leaving Responses


These responses are given by npcs when a detected disliked entity has reached the 40 meter mark on a course taking it away from the npc.

Disliked Target Greeting Responses


These responses are given by npcs when a detected disliked entity has reached the 40 meter mark on a course taking it towards the npc.

Liked Target Leaving Responses


These responses are given by npcs when a detected liked entity has reached the 40 meter mark on a course taking it away from the npc.

Liked Target Greeting Responses


These responses are given by npcs when a detected liked entity has reached the 40 meter mark on a course taking it towards the npc.


Combat Closure Responses


These responses are given by npcs immediately when any combat between parties (and amongst themselves) within their detection range has concluded.

Flight Responses


These responses are given by npcs when they are initiating their flight response either due to being at low health 10% or lower, changing tactics (ranged npcs moving out of melee range from a melee attacker to get to ideal range) or if they are supposed to flee (townspersons escaping combat).

Request Aid Responses

These responses are given by npcs when they are getting low on HAM (probably below 50%).




Townsperson Response Choices

Townsperson response choices are linked to npc's of the Townsperson faction. Townsperson response choices can be found in the townsperson.stf file.


Military Response Choices

Military response choices are linked to npcs of the:

  • Rebel Alliance
  • Police and security factions (naboo security forces, corsec, fedub, etc)
  • Mauler sects
  • Gungan warriors.


Military response choices can be found in the military.stf file

Stormtrooper Response Choices

Stormtrooper response choices are linked to imperial faction npcs and can be found in the stormtrooper.stf file


Slang Response Choices

Slang response choices are linked to criminal and thug related factions such as:

  • Jabba
  • Borvo
  • Hutt
  • Thieves
  • Pirates
  • Rogues and the like.


Slang response choices can be found in the slang.stf file.

Source References

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