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

From SWGANH Wiki
Jump to: navigation, search
(New page: {{PageCleanup}} {{PageHeader|Game Mechanics|Mechanics Category}} {| border="0" width="100%" cellpadding=6 |- |valign=top| =Navigation= {| align="center" width="280px" |- || {{Auction (Mes...)
 
(Verbal Communication)
 
(32 intermediate revisions by the same user not shown)
Line 61: Line 61:
 
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:
 
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:
  
* Scout
+
* Healing
 
* Herd
 
* Herd
 
* Pack
 
* Pack
* Carnivore
 
* Herbivore
 
 
* Lair Defense
 
* Lair Defense
 
* Lair Healing
 
* Lair Healing
 
* Lair Tethering
 
* Lair Tethering
* Baby Tethering
 
 
* Resting Behavior
 
* Resting Behavior
 +
* Npc Gathering
 +
* Factions
 +
* Verbal Communication
 +
* Player Facing
  
 
== Test Logs ==
 
== Test Logs ==
Line 77: Line 78:
 
* [[Lair Healing Testing (Game Mechanics)|NGE Lair Healing Testing]]
 
* [[Lair Healing Testing (Game Mechanics)|NGE Lair Healing Testing]]
  
== Scout ==
 
  
 
Scouting behavior is linked to creatures flagged as [[media:ScoutMob-NGE.jpg|Scouts]]. A scout can only appear in a lair that can spawn 5 creatures. Of these five creatures, one will be created as a scout and upon being attacked or if it is assisting another creature of its social group, it will then run to the lair. When the scout reaches the lair, all creatures associated with that lair will be alerted, become hostile and then go after the attacker and any grouped party members. Scout creatures are considered as a Type of whichever animal classification they are, i.e a bachelor gualama (scout) is a type of bachelor gualama.
 
  
 
== Healing ==
 
== Healing ==
Line 86: Line 84:
  
  
Some creatures 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 creature 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.
+
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 ==
  
  
Herd creatures move in groups but do not assist each other unless they are also flagged as being Pack creatures. Herding behavior essentially mirrors real-world creatures that stick near other like herd animals. These creatures will keep within a certain range of other herd creatures of their species. If the creatures are split up (for whatever reasons) then they will try to find the nearest herd creature of their species at the lair. Creatures should always remain within the 64 meter tether of their lair spawn point.
+
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 ==
  
  
Pack animals will assist other creatures of their social group if the friendly member is under attack. Pack animals will assist friendly targets up to 45 meters away. Pack animals that are faction aligned (gungan kaadu as an example) will be aggressive or friendly towards targets depending on what the target's factional status is with the creature's linked faction group.
+
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.
  
== Carnivore / Herbivore ==
+
== Lair Defense ==
  
  
Carnivorous creatures and herbivorous creatures are unique social groupings in the game which are antagonistic to one another. Both groups have a chance of attacking one another if the other gets within detection range. Carnivorous and herbivorous creatures place a high priority on attacking creatures of the opposing social group that are within their detection range.
+
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.
  
Note: We should add some special aggression checks between carnivores and herbivore to mirror the natural stalking / defense behaviors of real-world counterparts.
+
== Lair Tethering ==
  
== Lair Defense ==
+
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 point of origin.
  
 +
== Resting Behavior ==
  
All unengaged creatures 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 ==
+
Npc's can activate resting behaviors such as [[media:NpcAIPostureChangeBehavior.jpg|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.
 +
NPCs will also [[media:NPCWatchingDancingPlayer.jpg|watch performing players]] that are within a range of 8 meters from the player.
  
All creatures will heal their lair if it is directly attacked. Creatures 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. Creatures will in fact disengage from combat to go repair the lair. Creatures can heal 20% of the lair's total hitpoints per heal. After the repair is done, then the creatures will go after the attacker(s). In order for a creature 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.
+
== Npc Gathering ==
  
== Baby Tethering ==
 
  
 +
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 [[media:SameSocialGroupNPCInteraction1.jpg|initiate conversation]] animations. Eventually the npcs will break up and begin pathing again.
  
Baby creatures will automatically use herding behavior to attach to the nearest lair mate (non baby) creature of their social type and will follow that target around. Note: babies do not utilize any "pack" attribute that would normally be on the adult version of the creature. This prevents them from aggroing potential tamers that are killing their lair mates. Babies will however aggro targets that directly attack the lair.
+
== Factions ==
  
== Lair Tethering ==
 
  
 +
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.
  
Creatures 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 ==
+
== Verbal Communication ==
 +
 
 +
 
 +
See: [[NPC Verbal Communication (Game Mechanics)|Verbal Responses]]
 +
 
 +
 
 +
 
  
 +
== Player Facing ==
  
Many creatures can activate resting behaviors such as sitting or laying down and sleeping. These behaviors are activated randomly and are allowed if the creature is not engaged with a target, or otherwise on alert having spotted a potential threat within its detection range. Resting creatures will stand up and become alert if something enters their detection range.
+
Static quest npcs (including JTL trainers) will auto face a player when the player is within 8 meters. Other npc types will only face the player when the player interacts with them.
  
 
==Source References==
 
==Source References==

Latest revision as of 00:06, 22 July 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.


Navigation

Description

Template (Game Messages)

Related Tags

75% This document is nearing completion.

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:

  • Healing
  • Herd
  • Pack
  • Lair Defense
  • Lair Healing
  • Lair Tethering
  • Resting Behavior
  • Npc Gathering
  • Factions
  • Verbal Communication
  • Player Facing

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 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. NPCs will also watch performing players that are within a range of 8 meters from the player.

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



Player Facing

Static quest npcs (including JTL trainers) will auto face a player when the player is within 8 meters. Other npc types will only face the player when the player interacts with them.

Source References

Source Source in Context