Difference between revisions of "NPC Verbal Communication (Game Mechanics)"

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== Townsperson Response Choices ==
 
 
 
Townsperson response choices are linked to npc's of the Townsperson faction.
 
Townsperson response choices can be found in the townsperson.stf file.
 
 
 
== Military Response Choices ==
 
 
 
Military response choices are linked to npcs of the:
 
 
* Rebel Alliance
 
* Police and security factions (naboo security forces, corsec, fedub, etc)
 
* Mauler sects
 
* Gungan warriors.
 
 
 
Military response choices can be found in the military.stf file
 
 
== Stormtrooper Response Choices ==
 
 
 
Stormtrooper response choices are linked to imperial faction npcs and can be found in the stormtrooper.stf file
 
 
 
== Slang Response Choices ==
 
 
Slang response choices are linked to criminal and thug related factions such as:
 
 
* Jabba
 
* Borvo
 
* Hutt
 
* Thieves
 
* Pirates
 
* Rogues and the like.
 
 
 
Slang response choices can be found in the slang.stf file.
 
  
 
==Source References==
 
==Source References==

Revision as of 08:55, 4 August 2009




Game Mechanics - Mechanics Category

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Mechanics This document is about game mechanics.


NPC Dialogue Types

These are the 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.

  • Bartender
  • Spynet Operative
  • Town Mission Herald
  • Town Mission
  • Non Town Mission
  • POI Herald
  • Awareness Responses
  • Combat Responses
  • Quest
  • GCW Faction
  • Cantina Crackdown
  • Contraband Search
  • Mini Game
  • Junk Dealer
  • Jawa Trader
  • Chassis Dealer
  • Crafting Mission
  • Delivery MIssion
  • General Conversation

NPC Moods

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. NPCs will randomly choose between mood and speech types based on their like or dislike of the target within their detection range. For example if an npc likes a player 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 hostile moods to select for the tone of their speach issued during combat such as when they are hit etc.


Source References

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