NPC Social Behavior (Game Mechanics)
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Game Mechanics - Mechanics Category
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Game MechanicsCreatures 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:
Test Logs
HealingSome 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.
HerdHerd 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. PackPack 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. Carnivore / HerbivoreCarnivorous 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.
Note: We should add some special aggression checks between carnivores and herbivore to mirror the natural stalking / defense behaviors of real-world counterparts. Lair DefenseAll 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 HealingAll 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. Baby TetheringBaby 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. Lair TetheringCreatures 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 BehaviorMany 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. Source References
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