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 Npcs 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 Npcs 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. Players who have positive faction with a particular NPC group will be assisted as well if they are engaged in combat while near a friendly pack npc. HerdHerd Npcs move in groups but do not assist each other unless they are also flagged as being Pack Npcs. These Npcs will keep within a certain range of other herd Npcs of their faction. If the Npcs are split up (for whatever reasons) then they will try to find the nearest herd Npc of their faction at the lair or spawn point. Npcs should always remain within the 64 meter tether of their lair spawn point. PackPack Npcs will assist other Npcs of their social group if the friendly member is under attack. Pack Npcs will assist friendly targets up to 45 meters away. Players who have positive faction with a particular NPC group will be assisted as well if they are engaged in combat while near a friendly pack npc. Lair DefenseAll unengaged Npcs 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 Npcs will heal their lair if it is directly attacked. Npcs 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. Npcs will in fact disengage from combat to go repair the lair. Npcs can heal 20% of the lair's total hitpoints per heal. After the repair is done, then the Npcs will go after the attacker(s). In order for a Npc 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. Lair TetheringNpcs 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 BehaviorNpc's can activate resting behaviors such as sitting or dancing. These behaviors are activated randomly and are allowed if the npc is not engaged with a target, or otherwise on alert having spotted a potential threat within its detection range. Resting npcs will stand up and become alert if something enters their detection range. When an NPC is performing a dance routine, all unoccupied npcs of the same social group will watch the performance.
Npc GatheringNpcs also have tendancy to rally to one another. When npcs are executing their wandering pathing routine, they will sometimes path towards each other in order to meet. When two NPCS meet together they will initiate conversation animations. Eventually the npcs will break up and begin pathing again.
Faction HostilityCertain npc faction groups are antagonistic towards one another and npcs of these groups will attack one another if they are within each other's detection range. Source References
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