[Suggestion] ModNPC Emote Chance Adjustment
See original GitHub issueReference: https://terraria.gamepedia.com/NPCs#Emotes
An idea I’ve had for a while is to allow adjustment of the emote chances of ModNPCs. Similar to how the arms dealer causes more “angry” emotes when talking to the guide, there should be a similar hook to adjust the chances of each emote. Also should be usable in GlobalNPC to change the vanilla NPCs, if needed.
From the Wiki, it shows many different examples of what needs to be true in order to increase the chances of a certain emote. Focusing more on the “Specific NPC Behavior” tab, there should be options to filter also by talking to a specific NPC or during a certain event.
Probably is deserving of it’s own class. In which case, a fitting name would likely be ModifyNPCEmotes
.
What does this change? This is more of a vanity/lore change that could be applied, but it can help the Modded NPCs stand out more compared to the vanilla ones.
Optional Ideas
- Adding your own custom dialogue emotes.
- extra emote settings for Modded Events (Spirit’s Blue Moon, etc), in a certain Modded Biome (Calamity’s Sulfurous Sea, etc), after beating a certain Modded boss (Fargowilas’s Duke Ex, Bluemagic’s SOP, etc)
Examplemod Changes -Exampleperson reacts with angry emotes against the painter -ExampleBiome gets it’s own emote (Template bubble?) -Exampleperson gets it’s own emote (when he is alive in the world)
EDIT- clarified things, added more ideas
Issue Analytics
- State:
- Created 4 years ago
- Reactions:8
- Comments:7 (4 by maintainers)
I approve of this suggestion, especially being able to do custom emotes for modded NPCs.
This should now be possible with the GlobalNPC.PickEmote hook that will soon be in Preview. It was added in https://github.com/tModLoader/tModLoader/pull/2918