question-mark
Stuck on an issue?

Lightrun Answers was designed to reduce the constant googling that comes with debugging 3rd party libraries. It collects links to all the places you might be looking at while hunting down a tough bug.

And, if you’re still stuck at the end, we’re happy to hop on a call to see how we can help out.

[Suggestion] ModNPC Emote Chance Adjustment

See original GitHub issue

Reference: 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:closed
  • Created 4 years ago
  • Reactions:8
  • Comments:7 (4 by maintainers)

github_iconTop GitHub Comments

2reactions
Jofairdencommented, Oct 10, 2019

I approve of this suggestion, especially being able to do custom emotes for modded NPCs.

0reactions
JavidPackcommented, Aug 21, 2023

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

Read more comments on GitHub >

github_iconTop Results From Across the Web

Trying out Project Zomboid's NPC Mod - YouTube
While we wait for the project zomboid developers to finish up NPC's for the game, let's take a look at a new version...
Read more >
Suggestion: Emote Categories : r/FortNiteBR
The categories should be: Dances, sprays, miscellaneous[like the Take 14 or Red Card emote], and stickers. Upvote 3
Read more >
NPC Adventures (It's time to adventure)
It's time to adventure! Go on an adventure with the villagers from Pelican Town as companions!
Read more >
Untitled
The mod npc is useless and heres why : r/Terraria. first method: get a ... Blood Moon - a good time to get...
Read more >
Audi rs6 exhaust. THROTTLE BODY/TURBO/INTAKE ...
Audi rs6 exhaust. THROTTLE BODY/TURBO/INTAKE PRESSURE PIPE MANIFOLD OEM 2003 2004 AUDI RS6 C5 4. Precision tig welds for high strength.
Read more >

github_iconTop Related Medium Post

No results found

github_iconTop Related StackOverflow Question

No results found

github_iconTroubleshoot Live Code

Lightrun enables developers to add logs, metrics and snapshots to live code - no restarts or redeploys required.
Start Free

github_iconTop Related Reddit Thread

No results found

github_iconTop Related Hackernoon Post

No results found

github_iconTop Related Tweet

No results found

github_iconTop Related Dev.to Post

No results found

github_iconTop Related Hashnode Post

No results found