Difference between revisions of "Mob Spawn (Game Mechanics)"
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* [[Patrol Spawns (Game Mechanics)|Patrol Spawns]] | * [[Patrol Spawns (Game Mechanics)|Patrol Spawns]] | ||
* [[Dynamic World Spawns (Game Mechanics)|Dynamic World Spawns]] | * [[Dynamic World Spawns (Game Mechanics)|Dynamic World Spawns]] | ||
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== Static Townsperson Spawns == | == Static Townsperson Spawns == |
Revision as of 17:09, 30 July 2009
This article or section needs proper wiki formatting. |
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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Game MechanicsMob Spawning is the process by which npc and creature objects are brought into or removed from the game world. There are four types of spawning scenerios and several controlling factors for how things are spawned:
Controlling Factors
Static Townsperson SpawnsStatic Townsperson spawns are non attackable npcs that appear at fixed positions in every NPC city. Static townsperson npcs come in several types:
Most of these npcs are basically for decorative purposes to add atmosphere to each town. Each planet has its own unique set of npcs that are spawnable within a town. For example, gungan townsperson npcs only spawn on naboo as do Naboo RSF npcs and so on. Townsperson npcs have fixed spawn points and numbers per spawn. The number of townsperson npcs at a particular point will not change, however the composition changes at every server reboot. Following a server reboot, the type of npc at a particular spawn point will change although the quantity will not. As an example, at a fixed point near theed starport, there were two npcs ('a gungan hermit' and 'a farmer' )that spawn at a set location. At every server reboot these npcs are swapped with two different npc types ('a spacer' and 'a technician'. All static townsperson npcs have names along with an occupation description (ex. Joe Blow (a Spacer) ). Static npc names follow the same guidelines and limitations that normal species and gender restrictions allow for. As a general rule, any kind of npc can be placed together as long as it is appropriate for that planet (an tatooine only npc cannot spawn on naboo as an example) and within a certain challenge level range. The game uses mob region lists even for npc towns to determine what kinds of npcs can be selected from. These mob lists include planet specific npcs (gungans for naboo as an example) and caps the challenge level of npcs on that list so that only npcs within a certain level range can be selected from out of the pool (probably to prevent occurances as an example, such as nightsisters being selected as random filler npcs at dathomir outpost). In some cases it has been observed where storm troopers are paired with other npcs, thus the spawn system here is very diverse and randomized. Resource tables and player traffic has no effect on static townsperson spawns as they are fixed in number and in their positions. Note: On the live servers, Decorative npcs remain non combative and lose their innate faction affiliations and normal NPC AI routines such as attacking hostile factions or issuing verbal responses to hostile/friendly factions in the vicinity. All base non-townsperson decorative and mission npcs are instead moved to townsperson faction and perform normal social interactions that other townsperson factioned npcs follow.
Mission Giving Npcs Mission giving npcs follow the same rules as decorative npcs. Mission npcs are in fact decorative npcs that come in clusters of 2. All groupings of 2 decorative npcs are involved in the mission giving process. One of the npcs will be a herald for the actual quest giver, informing the player to talk with it.
Delivery mission targets are npcs that are selected to be part of the delivery missions either as the initial quest starter or as the delivery target. All delivery missions utilize "commoner" spawns which are fixed npcs around every town. The mission objective selects a random commoner to be the npc the player uses to begin the quest and then another commoner is selected out of the commoner node for a particular town to act as the npc that the player must deliver the object to. Commoner npcs follow the same ruleset as filler npcs except that only commoner style npcs are selected for spawning.
Crafting Mission Targets
Crafting mission targets are npcs that are selected to be part of the crafting missions either as the initial quest starter or as the delivery target. All crafting missions utilize "commoner" spawns which are fixed npcs around every town. The mission objective selects a random commoner to be the npc the player uses to begin the quest and then another commoner is selected out of the commoner node for a particular town to act as the npc that the player must deliver the object to. Commoner npcs follow the same ruleset as filler npcs except that only commoner style npcs are selected for spawning.
Herald npcs are npcs that are used to inform players of particular spots on a planet through dialogue and by issuing waypoints. These npcs use the same model and name at all times and are always found in the same position.
Quest npcs are a form of static npc that a player interacts with to begin a quest series. Quest npcs use unique models and names for that particular npc and do not follow the patterns for decorative npcs. Quest npcs can always be found in the same spot at all times. Static World SpawnsStatic world spawns are attackable npcs or creatures that spawn into the world at fixed points on a planet and at certain times. Mobs that spawn at this points will always be the same type of entity. Each planet has its own unique set of static entities and spawn timers for particular groups of mobs. Known spawn types by planet and location can be found from the following sections:
Dynamic World SpawnsThese are lairs, creatures and npcs that spawn around the game world using a complex seeding process involving a number of variables such as:
Source References
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