Difference between revisions of "Npc Appearances (Game Mechanics)"
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− | == | + | == NPC Naming == |
+ | Spawned NPCs use a system that supplies a name and a classification type to the particular entity. Npc names are generated based on species affiliation (and possibly gender). The system used is exactly the same as done for players, with the exception for those species that players cannot choose (weequay etc). Each species has its own unique naming structure for first and sur names. When an npc name is generated, its classification type is tacked on behind it inside parenthesis. | ||
+ | Using this system, NPC names are applied to the spawned entity under the following templates: | ||
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+ | * [[media:Scientist1.jpg|First Name (no sur name) (npc type)]] | ||
+ | * First Name (no sur name) (no npc type) | ||
+ | * [[media:Businessman1.jpg|First Name - Sur Name - (npc type)]] | ||
+ | * [[media:FirstAndLastNameOnly.jpg|First Name - Sur Name - (no npc type)]] | ||
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+ | Note: The VAST majority of npcs are spawned with a first and last name along with their classification type. There is no information about the frequency of the alternative naming configurations but they do still exist in the nge. | ||
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+ | Note: The first and last naming system was removed in the nge. Currently all npcs in the nge use only their classification types as IDs except for a few rare instances where npcs spawn with first names or first names and sur names and without their classification type. | ||
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+ | == NPC Appearance Types == | ||
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+ | Many Npc spawns select from a select number of different model types to use for particular npcs within that grouping. This process serves to randomize the look of the spawn group. Each npc has a unique set of model types specific for its type. For example a thug npc may spawn as any one of 30 different criminal style model types thus greatly diversifying the appearance in thug spawns. The pool used are simply the exact same mobile object iffs used for any given npc. The npc's name is simply tagged on top of the model and spawned into the game world. | ||
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+ | Note: its unknown but perhaps it is possible that the server randomizes the cosmetics and other features of npc upon creation unless its a static quest npc with fixed features. | ||
==Source References== | ==Source References== |
Latest revision as of 05:19, 6 August 2009
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Game Mechanics - Mechanics Category
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NPC NamingSpawned NPCs use a system that supplies a name and a classification type to the particular entity. Npc names are generated based on species affiliation (and possibly gender). The system used is exactly the same as done for players, with the exception for those species that players cannot choose (weequay etc). Each species has its own unique naming structure for first and sur names. When an npc name is generated, its classification type is tacked on behind it inside parenthesis. Using this system, NPC names are applied to the spawned entity under the following templates:
Note: The VAST majority of npcs are spawned with a first and last name along with their classification type. There is no information about the frequency of the alternative naming configurations but they do still exist in the nge. Note: The first and last naming system was removed in the nge. Currently all npcs in the nge use only their classification types as IDs except for a few rare instances where npcs spawn with first names or first names and sur names and without their classification type. NPC Appearance TypesMany Npc spawns select from a select number of different model types to use for particular npcs within that grouping. This process serves to randomize the look of the spawn group. Each npc has a unique set of model types specific for its type. For example a thug npc may spawn as any one of 30 different criminal style model types thus greatly diversifying the appearance in thug spawns. The pool used are simply the exact same mobile object iffs used for any given npc. The npc's name is simply tagged on top of the model and spawned into the game world.
Source References
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