NPC Verbal Communication (Game Mechanics)

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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.

Dialogue Interaction

NPCs can interact with players through the use of dialogue. Some npcs may be interacted with by the player through dialogue prompts. NPCs dialogue prompts can be initiated in several ways:

One way is to be within 6 meters of the npc, then click on them and using the radial menu to select the Converse option. This will then initiate the NPC's dialogue response for the player, if that npc has dialogue options. Some npcs simply will issue forth a spatial response to the player. These npcs usually require the player to have initiated some previous action that involves this particular npc before it will respond to the player with dialogue prompts.

The second way to interact with npcs is through the use of the /npcConversation commands. There are three commands available for the player to use:

  • npcConversationStart
  • npcConversationSelect
  • npcConversationStop

To use these commands, the player must be within 6 meters (with exception of npcConversationStart which appears to be 38 meters) of the npc and have it targeted.

NpcConversationStart - This command will initiate the dialogue response for the targeted npc.

NpcConversationSelect - Using /npcConversationSelect without a parameter will default to the first choice in the npc dialogue response list. (stop conversation doesnt count ) . Valid parameters begin at 0, therefore the first choice (top most choice on the list) starts at 0, the second is 1 and so on. Issuing the npc conversation select command will send the player's response choice to the npc.

NpcConversationStop - This command will close out the conversation window between the npc and the player if a window is up. This is the same as hitting the Stop Conversation dialogue option.


Note: NpcConversationStart command no longer functions in the nge.


Npc automatically end their dialogue with a player when the player chooses a particular response. After dialogue is ended, the npc's last comments to the player will appear in the form of a chat bubble over the npc.

Note: if a player goes out of range of the npc (beyond 6 meters) while the dialogue window is open then the window will be closed automatically as if the player had issued a Stop Conversation choice.

NPC Dialogue Types

These are the currently known 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.

NPC Moods

NPC vocalization also includes tones in the speech through mood types. Mood types selected are applied to all awareness responses for any given npc. Mood types are only used when the npc initiates its own responses, not when the player interacts with the npc through quest dialogue or conversation attempts. Npc Moods during active dialogue interaction with the player is enforced to neutral tone. 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. There is a fourth mood type (neutral) that is causes all speach to be delivered without any tone what so ever "ex. a Gungan Outcast Says.. ." The neutral tone is randomly selected to be used between itself and one of the other mood types, except for specific classes of npcs that only use neutral tone (stormtroopers as an example). By default, an npc will use neutral tone when addressing a player in dialogue prompts such as for quests and missions. Like tones make up more positive and friendly responses; dislike tones make up neutral themed responses and Hateful tones make up malicious and unhappy themed responses. NPCs will randomly choose between mood and speech types based on their like or dislike of the target within their detection range. Note, aggressive npcs with no faction rating to influence will use hate themed dialogue tone towards a target that is deemed an enemy to them.


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 hateful moods to select for the tone of their speach issued during combat such as when they are hit etc. Another example is if a disliked (or neutral) target is being attacked by something else within detection range, then npcs will issue neutral themed mood tones when commenting on that.


Examples:



Note: NPCS will also perform character animations when issuing certain words or phrases. As an example, an npc that issues the statement "No" as the first word in a sentence will shake their head. This system follows how speach animations work for players.

Source References

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