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== Game Mechanics ==
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== Dialogue Interaction ==
  
* Bartender
 
* Spynet Operative
 
* Town Mission Herald
 
* Town Mission
 
* Non Town Mission
 
* POI Herald
 
* Awareness Response
 
* Death Watch Bunker
 
* Corellian Corvette
 
* Nightsister Stronghold
 
* Geonosian Laboratory
 
* Quest
 
* GCW Faction
 
* Cantina Crackdown
 
* Contraband Search
 
* Mini Game
 
* Junk Dealer
 
* Jawa Trader
 
* Chassis Dealer
 
* Crafting Mission
 
* Delivery MIssion
 
* General Conversation
 
  
  
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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:
  
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.  
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One way is to be within 6 meters of the npc, then click on them and using the radial menu to select the [[media:ConverseRadial.jpg|Converse]] option. This will then initiate the NPC's [[media:DialogueOptions.jpg|dialogue response]] for the player, if that npc has dialogue options. Some npcs simply will issue forth a [[media:NPCDialogueResponse.jpg|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.  
  
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.
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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:
  
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:
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* npcConversationStart
 +
* npcConversationSelect
 +
* npcConversationStop
  
* Townsperson
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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.
* Military
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* Stormtrooper
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* Slang
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'''NpcConversationStart -''' This command will initiate the dialogue response for the targeted npc.
  
Out of these response groups come response types. These response types are:
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'''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.
  
* Alert Responses
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'''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.
* Ally Responses
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* Assist Responses
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* Attacked Responses
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* Hit Target Responses
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* Being Hit Responses
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* Threat Responses
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* Death Responses
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* Victory Responses
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* Hostile Target Leaving Responses
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* Hostile Target Greeting Responses
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* Disliked Target Leaving Responses
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* Disliked Target Greeting Responses
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* Liked Target Leaving Responses
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* Liked Target Greeting Responses
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* Combat Closure Responses
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* Flight Responses
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* Request Aid Responses
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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. All spawned npcs are given unique moods upon their spawning and will maintain that mood until they are dead or respawned. For example a commoner npc that is spawned with the Thoughtful mood, will always respond using Thoughtful mood speech until that npc is removed from the game world or is killed.
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Note: NpcConversationStart command no longer functions in the nge.
  
== Response Types ==
 
  
'''Alert Responses'''
 
  
These responses are given by npcs when an entity has been detected.  
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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 [[media:ConversationClosed.jpg|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.
  
'''Ally Responses'''
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== NPC Dialogue Types ==
  
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.
 
  
 +
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.
  
'''Hit Target Responses'''
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* [[Bartender (Game Mechanics)|Bartender]]
 +
* [[Spynet Operative (Game Mechanics)|Spynet Operative]]
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* [[Town Mission Herald NPC (Game Mechanics)|Town Mission Herald]]
 +
* [[Town NPC Mission Givers (Game Mechanics)|Town Mission]]
 +
* [[Wild NPC Mission Givers (Game Mechanics)|Non Town Mission]]
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* [[Herald NPC (Game Mechanics)|POI Herald]]
 +
* [[Awareness Responses (Game Mechanics)|Awareness Responses]]
 +
* [[Quests (Game Mechanics)|Quests]]
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* [[Quest Reset (Game Mechanics)|Quest Reset]]
 +
* [[GCW Recruiters (Game Mechanics)|GCW Recruiters]]
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* [[Cantina Crackdown (Game Mechanics)|Cantina Crackdown]]
 +
* [[Contraband Search (Game Mechanics)|Contraband Search]]
 +
* [[Mini Game (Game Mechanics)|Mini Game]]
 +
* [[Junk Dealers (Game Mechanics)|Junk Dealer]]
 +
* [[Jawa Trader (Game Mechanics)|Jawa Trader]]
 +
* [[Chassis Dealer (Game Mechanics)|Chassis Dealer]]
 +
* [[Crafting Missions (Game Mechanics)|Crafting Mission]]
 +
* [[Delivery Missions (Game Mechanics)|Delivery Mission]]
 +
* [[Event Promoters (Game Mechanics)|Event Promoters]]
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* [[Skill Training (Game Mechanics)|Skill Trainers]]
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* [[General Conversation (Game Mechanics)|General Conversation]]
  
These responses are given by npcs when they are actively attacking a target.
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== NPC Moods ==
  
  
'''Being Hit Responses'''
 
  
 +
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.
  
These responses are given by npcs when they are being actively hit.
 
  
 +
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. 
  
'''Threat Responses'''
 
  
 +
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.
  
  
These responses are given by npcs when a detected hostile target gets closer than a certain distance to the npc.
 
  
 +
Examples:
  
'''Death Responses'''
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* [[media:FriendlyResponse.jpg|Friendly Mood Response - Gungan]]
 +
* [[media:NeutralResponse.jpg|Neutral Mood Response - Imperials]]
 +
* [[media:HostileResponse.jpg|Hostile Mood Response - Outlaw]]
  
  
  
These responses are given by npcs when they are killed.
 
  
 
+
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.
 
+
'''Victory Responses'''
+
 
+
 
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These responses are given by npcs immediately when they have successfully killed the aggressors in their detection range.
+
 
+
 
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'''Hostile Target Leaving Responses'''
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+
 
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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'''
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+
 
+
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.
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+
'''Flight Responses'''
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+
 
+
 
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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).
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'''Request Aid Responses'''
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These responses are given by npcs when they are getting low on HAM (probably below 50%).
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+
 
+
<br><br>
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== Townsperson Response Choices ==
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+
 
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Townsperson response choices are linked to npc's of the Townsperson faction.
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Townsperson response choices can be found in the townsperson.stf file.
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+
 
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== Military Response Choices ==
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+
 
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Military response choices are linked to npcs of the:
+
 
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* Rebel Alliance
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* Police and security factions (naboo security forces, corsec, fedub, etc)
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* Mauler sects
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* Gungan warriors.
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+
 
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Military response choices can be found in the military.stf file
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== Stormtrooper Response Choices ==
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+
 
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Stormtrooper response choices are linked to imperial faction npcs and can be found in the stormtrooper.stf file
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+
 
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== Slang Response Choices ==
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Slang response choices are linked to criminal and thug related factions such as:
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* Jabba
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* Borvo
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* Hutt
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* Thieves
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* Pirates
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* Rogues and the like.
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+
 
+
Slang response choices can be found in the slang.stf file.
+
  
 
==Source References==
 
==Source References==

Latest revision as of 16:41, 8 August 2009




Game Mechanics - Mechanics Category

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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

Source Source in Context