NPC Verbal Communication (Game Mechanics)

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Revision as of 17:03, 4 August 2009 by Ready (Talk | contribs) (NPC Moods)

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Game Mechanics - Mechanics Category

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Template (Game Messages)

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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

NPC vocalization also includes tones in the speech through mood types. Mood types for npcs use the same mechanics as players and are selected from the mood_types.stf file. The tone selected for whatever an npc says appears from the mood_types.stf file. Npcs use three categories of moods based on their assessment of a target; Like, Dislike, Hate. 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 or another npc/creature that enters their detection range then 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.

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