Social Minigame

The social Minigame covers dialogue interactions with NPCs outside your sect. It can be used to gain Favor and Connection, acquire various rare items and Friendship manuals, and even the Primordial Symbols Law. It is also key to progressing the game's storyline. A number of mods trivialize this part of the game.
== Dialogue options ==
===Chat===
The first time Chat is selected, the NPC is added to the list of known NPCs. Moreover, an initial Favor value is possibly added, equal to your Social Skill Level - 8, to which your Sect Reputation Favor is possibly added.
*if both you and the NPC are part of a sect with an Alignment, you get no sect Favor if your alignment are opposite, and a multiplier of 2 if they are similar, otherwise no multiplier
*if your Charisma is strictly below 6, no sect Favor, otherwise get a multiplier of (CHA - 6)^2
*your base Sect Favor is equal to your sect's reputation level.
Afterward, each chat will raise relations randomly by 3 to 6 until Favor reaches 30 or moreWnd_JianghuTalk.JustTalk(). Chat will also make note of plot-important NPCs with their names in red.
If you're talking to a Cultivator and it has been 5 days or more since you saw a Secret chat and pass a 30% random check (repeatable), a Secret chat is told to you, possibly revealing plot-important NPCsWnd_JianghuTalk.AddTalkData().
=== Discuss ===
Discuss is the main focus of the Social MinigameWnd_JianghuTalk.TalkAbout(). Here you can talk about the person you're talking with as well as talking about other people. NPCs can be asked about their own favorites and dislikes freely, though if you find out their favorites, dislikes, and personal treasures from someone else, discussing these items will increase relations with them. NPCs will also have some knowledge of other people, which is where you should find out about weaknesses. Do not ask about their own weaknesses from an NPC directly, ask about it from someone else who knows about them. NPCs will have some interest in other sect members and you can raise relations by talking about the favorites and dislikes(if you already know them) of other people.
=== Gift ===
Requires 20 FavorWnd_JianghuTalk.GiveGift2Target():
* if the item is neither a Favorite nor hated item, add Favor equal to the gift's tier +/- 20%
*if the item is hated, lowers Favor by 25 +/- 20%
*if the item is one of their Favorites, improve Favor by 25% +/- 20%. Moreover, if their Favor is 70 and the recipient does not have a Greedy personality, you'll be rewarded with one of their random Personal Treasures.
=== Invite someone to visit your sect ===
Requires 60 Favor, the NPC will visit your sect within 2 to 4 days of the present timeWnd_JianghuTalk.Invite(). As it is based on the time elapsed on the current map on not the time at your sect, it may be longer than you expect. This is used for recruiting Mortals in early game and gaining Sect Favor.
The NPC may refuse in several cases:
* In case they're members from another Sect on any other map than their Sect headquarters,
* if you already invited them - while you may see "duplicate" NPCs both in your sect map and elsewhere, you can only ever invite them once,
* if they're assassination targets from Sect Tasks
== Discuss ==
Your chance to sucessfully talk about a topic depends on a random check whose success is defined by 10*(SocialContact * 3 + Favor - TopicDifficulty)% (possibly going over 100%), where SocialContact is the Social Skill Level. If you don't have 100% chance to succeed, as long as your chance to succeed is positive you can repeatedly ask for the same information (or raise the Favor again, then ask again). Remember that only the Skill level is used, not the Ability Rating so high charisma doesn't help.
=== Talk about someone else ===
You can either ask them about something or give them information on someone. In case they're interested in the person and you haven't already mentioned the info, they'll gain randomly between 10 and 20 Favour (10 to 15 for Traces). In case they don't know the NPC mentioned or are not interested in them, telling them will have no effect.
When asking information, you have to consider the Topic Difficulty as detailed in the table belowXiaWorld.GameDefine.JHNpcKnowOtherBaseP, 2nd value.When no number is given, it is an automatic success regardless of Social Skill level.
Topic 	Topic Difficulty	60 Favor 	60 Favor	100 Favor 	100 Favor
Topic 	Topic Difficulty	Min Social	100% 	Min Social	100%
Someone ('s name) 	60 	1 (30%) 	4 	 	
Mystery 	140 	No 	No 	14 (20%) 	17
Traces 	60 	1 (30%) 	4 	 	
Personality 	80 	7 (10%) 	10 	 	
Secret Knowledge 	80 	7 (10%) 	10 	 	
Weakness 	100 	14 (20%) 	17 	1 	4
Favourites 	20 	 	 	 	
Disliked 	40 	 	 	 	
Personal Treasures	60 	1 (30%) 	4 	 	
If the NPC is Vigilant, the chance to succeed is divided by 2.
==== Getting another information on the same topic ====
When you're asking about an information whose topic has several items, like asking for a favourite item for someone that has 3, the discusser will tell you if they know an information on the same topic in case the exact information asked isn't known. However, due to a bug they'll remember telling you about the information you talked about instead of the one they told you, so it's possible to earn favour by telling them that information back, as long as they're interested in that NPC.
==== Traces ====
In case you're asking for someone else's Traces, it will automatically fail if your Favor is <50. If the NPC is Vigilant, the chance to succeed is divided by 2. In case of success, the mentioned NPC will be assigned a random place on the World map 95% of the time and inaccessible in the 5% of the other cases, "Wandering around on adventures." This is valid for 5 days upon which the information expires.
Moreover, as long as the check is successful and the talker is interested in the discussed NPC, they'll always knows where the discussed NPC isWnd.JianghuTalk.TalkAbout() in the switch, g_emJHNpcDataType.Track case, it is never checked if the Talker's NPC actually knows the Traces information..
=== Talk about them ===
NPCs can be asked or told about themselves, which is how you can break their Emotional Guard through discussion and obtain their Friendship Manual. Directly asking is harder than asking others about themXiaWorld.GameDefine.JHNpcKnowOtherBaseP, 3rd value. You can't directly ask about Mystery, you have to know from someone else that they're related to a Mystery then discuss it with them.
==== Telling Information ====
For most subjects, when they're told information about themselvesXiaWorld.GameDefine.JHNpcKnowOtherBaseP, 5th value:
*In case of success, adds randomly between 10 and 20 Favor.
*otherwise, removes randomly between 5 and 10 Favor.
See exceptions below.
Topic 	Topic Difficulty 	60 Favor 	60 Favor 	100 Favor 	100 Favor
Topic 	Topic Difficulty 	Min Social 	100% 	Min Social 	100%
Traces 	specialNot subjected to check, see below	specialNot subjected to check, see below	specialNot subjected to check, see below	specialNot subjected to check, see below	specialNot subjected to check, see below
Mystery 	140 	No 	No 	14 (20%) 	17
Personality 	80 	7 (10%) 	10 	 	
Secret Knowledge 	120 	No 	No 	7 (10%) 	10
Weakness 	100 	14 (20%) 	17 	1 (30%) 	4
Favourites 	60 	1 (30%) 	4 	 	
Disliked 	60 	1 (30%) 	4 	 	
Personal Treasures	80 	7 (10%) 	10 	 	
==== Mystery ====
A successful Mystery discussion will unlock the clue the NPC knows on that Mystery.
==== Traces ====
* when asking, the success chance is 100% if Favor is equal to 60 or above, otherwise it has the usual rate.
*If your favor with them is <50 or if you previously searched this NPC's unconscious bodyXiaWorld.JobSeachNpc.OnLeaveJob(), this subject will lower your favor randomly by 5 to 10.
*if you already know that info, it doesn't have any effect.
* otherwise, it will add that info and increase your favor randomly by 10 to 15.
==== Weakness ====
Discussing a weakness with them is one of the ways to lift their Emotional Guard. Withdrawn NPCs cannot have their Emotional Guard broken this way.
==== Friendship Manuals / Secret Knowledge ====
Successfully discussing their Secret Knowledge when you already know the information (see above) will result in them giving you an Unorthodox Manual of the stated type, and of their Law's Element, whose strength depend on the Cultivator stage. The Friendship manual obtained will have a difficulty stage lowered randomly by 2 compared to their Cultivation Stage (not level), down to Qi shaping. This doesn't lower the Manual values howeverXiaWorld.EsotericaMgr.RandomEsoterica(string, ...), the generated Manual's Value and LvL don't depend on the GLevel.
==== Mention them ====
Just mentioning them by name won't have any effect.
==== Asking Information ====
Topic 	Topic Difficulty	60 Favor 	60 Favor 	100 Favor 	100 Favor
Topic 	Topic Difficulty	Min Social 	100% 	Min Social 	100%
Traces 	80 	special100% if Favor is 60, see below	special100% if Favor is 60, see below	special100% if Favor is 60, see below	special100% if Favor is 60, see below
Mystery 	9999 	No 	No 	No 	No
Personality 	9999 	No 	No 	No 	No
Weakness 	9999 	No 	No 	No 	No
Secret Knowledge 	100 	14 (20%) 	17 	1 (30%) 	4
Favourites 	40 	 	 	 	
Disliked 	60 	1 (30%) 	4 	 	
Personal Treasures	80 	7 (10%) 	10 	 	
*If the NPC is Vigilant, the chance to succeed is divided by 2.
*Just like when discussing someone else, the game will check for other informations on the same topic, with the same bug.
===Tips===
*Sect Leaders are Primordial Spirits, so fellow Primordial spirits are more likely to know information about them.
* Another consequence is that Sect Leaders are a popular topic of discussion. Finding more about one is a great way to start any series of Talks.
*Remember you can ask for / tell the same information several times. However verify that your chance to succeed isn't 0% first.
==Soul Interrogation==
Soul interrogatingWnd_JianghuTalk.LingHunTalkAbout() is the special dialogue initiated after beating a dialoguable NPC until they enter the Dying state. You can then ask them to tell them everything they know about someone, or try to lift their Emotional Guard by talking about them. Each question will leave them closer to death. Each talk action has 60% chance to lift the Emotional Guard of a Weak person. 
=== Talking about someone else ===
* Mentioning someone else, they'll give all informations they know about the person at a cost of 10s.
* a single subject (not Secret) will cost 2s and reveal known information as well.
* Secret data will cost 2s and will only always succeed if the Emotional Guard of the interrogated NPC is lifted, otherwise it's 20% chance.
=== Talking about themselves ===
You talk about what you know about the interrogated NPC in an attempt to lift their Emotional GuardXiaWorld.GameDefine.JHNpcKnowOtherBaseP, 4th value. Those dialogues cost 10s, and will never succeed with a Tough NPC. You can't actually learn information about the NPCs by talking to them that way except for secrets and clues, but you can obtain their Friendship manual.
Topic 	Success
Themselves 	1%
Mystery 	50%
Personality 	1%
Weakness 	10%
Favourites 	2%
Dislikes 	2%
Personal Treasure	3%
Secret Knowledge 	3%
If you mention a mystery they know a clue you don't know about yet, you'll learn their clue whether you succeed the check or not.
==== Friendship manual ====
If you manage to interrogate them on their Secret Knowledge, you'll obtain a friendship Manual. Unlike normal friendship manuals whose requirements are lowered, those manuals always have the same Cultivation stage requirements as their writer. This however doesn't affect the Manual's valuesXiaWorld.EsotericaMgr.RandomEsoterica(string, ...), the generated Manual's Value and LvL don't depend on the GLevel. You can't reobtain a Friendship manual if they already gave you one.
==Emotional Guard==
Emotional Guard caps Favor to 60. It can be broken or lifted in several ways, depending on the NPC personality.
=== Act playful ===
The Dog pet gets access to the Act Playful Spell, which always breaks someone's Emotional guardScripts/Magic/class/Magic_BrokeHeartLock.lua. While the Fox Pet also has a spell named "Act Playful", it's not actually the same spell and won't affect Emotional guard.
=== Naive NPCs ===
Using the Chat action with someone Naive has a 60% chance of lifting their Emotional GuardWnd_JianghuTalk.JustTalk().
=== Mentioning Weaknesses ===
Uneffective on Withdrawn personalities. Finding out about someone's Weaknesses (from someone else) and then successfully talking to the NPC in question about it (minimum 14 social skill, 17 for 100% success) will lift their Emotional GuardWnd_JianghuTalk.TalkAbout().
=== Soul Interrogation ===
Uneffective on Tough personalities. Using Soul Interrogation can also break someone's emotional guard with a successful Topic choice. Using Soul Interrogation on a Weak NPC regardless of topic has 60% chance of lifting their Emotional Guard.
===Greedy NPCs===
NPCs with a greedy personality should have 60% chance to break their Emotional Guard when gifted a favourite item, however you first need to reach 70 Favor with them to unlock that option, which requires having already broken their Emotional Guard, so it is currently buggedWnd_JianghuTalk.GiveGift2Target(). This can be corrected with the #Iguana's Overhaul, fixes mod.
== Persuasion (Shendao) ==
== Known NPCs ==
Both you and the NPC you're interacting with only known about a limited numbers of NPCs.
=== Your known NPCs ===
Are considered known by anyone in your sect:
* Anyone you chatted with once,
* Sect leaders for which you opened the information window on the World mapXiaWorld.SchoolTradeData.Data.FindLeader() & Wnd_World.ShowPlaceInfo(),
* NPCs you try to Shendao Persuade,
* NPCs you Soul Interrogate,
* NPCs you used the Dog Pet's Act Playful Spell on,
* Dialoguable unconscious NPCs whose body you searchedXiaWorld.JobSeachNpc.OnLeaveJob(),
* Some (story) NPCs revealed by the Chatting optionWnd_JianghuTalk.AddTalkData(),
* Some (story) NPCs revealed by MysteriesWnd_JianghuStory.CheckTruth(),
* Some (story) NPCs revealed by SecretsSettings/MapStories/MapStory_Special.xml & XiaWorld.JianghuMgr.UnLockJianghuNpc().
=== Talker's known NPCs ===
The talker's relationship towards other NPCs is divided in two categories, NPCs they're interested in and NPCs they "know" about, where the 2nd category more accurately represent NPCs they know a single piece of information about that you haven't learned. Regardless of the category, in both cases a Reputation factor is calculated, representing the overall reputation of the discussed NPC, and depending on their Cultivation LevelXiaWorld.GameDefine.sGongLevel2KnowP.
Cultivation level 	Reputation
Mortal 	0.2
Qi Shaping or equivalent 	0.5
Core shaping or eq. 	1
Golden Core or eq. 	1.5
Primordial Spirit or eq. 	2
Demi-God or eq.Unused in-game as NPCs are only generated up to Primordial Spirit	3
==== Talker's interesting NPCs ====
The talker has the following chance to be interested in the discussed NPCXiaWorld.JianghuMgr.CheckNpcInterestOther(): 5 * Reputation * Max(1, DiscussedCulti - TalkerCulti) * SameSectMultiplier * Random(0.2, 5)%, where:
* TalkerCulti and DiscussedCulti are the Talker and Discussed NPC's respective cultivation levels
* SameSectMultiplier is 2 if the Talker and the Discussed's NPC share the same sect and 1 otherwise
* Random(0.2, 5) is a random number between 0.2 and 5.
Which gives us the following average chances:
Discussed cultivation level >	Mortal	Qi shaping	Core Shaping	Golden Core	Primordial spirit
Talker's cultivation level 	Mortal	Qi shaping	Core Shaping	Golden Core	Primordial spirit
Mortal 	2.6% 	6.5% 	26% 	58.5% 	100%
Qi Shaping or equivalent 	2.6% 	6.5% 	13% 	39% 	78%
Core shaping or eq. 	2.6% 	6.5% 	13% 	19.5% 	52%
Golden Core or eq. 	2.6% 	6.5% 	13% 	19.5% 	26%
Primordial Spirit or eq. 	2.6% 	6.5% 	13% 	19.5% 	26%
Double these numbers for someone in the same sect, and remember these are averages, so it's still possible for a Qi Shaping disciple not to be interested in their sect leader.
==== Talker's knowledgeable NPCs ====
Those are NPCs the Talker is not interested in but knows at least one information the player doesn'tXiaWorld.JianghuMgr.CheckNpcKnowOther(). Note that if that information is the discussed NPC's traces, it won't be shared to you due to a code oversight. For story NPCs, the Reputation can be replaced by a hidden "Fame" valueSettings/Jianghu/Npc/*, but the files are obfuscated. Didn't want to spoil myself, sue me. For each information the player doesn't know about, a chance for the Talker to know it is calculated with:
\frac{TopicKnowledge*Reputation * SameSectMultiplier}{|TalkerCulti - DiscussedCulti| + 1}%, where:
* TalkerCulti and DiscussedCulti are the Talker and Discussed NPC's respective cultivation levels,
* SameSectMultiplier is 8 if the Talker and the Discussed's NPC share the same sect and 1 otherwise
* TopicKnowledge is the chance for that topic to be known about, equal to GameDefine.JHNpcKnowOtherBaseP, first value:
Topic 	TopicKnowledge
TracesEven if that information is known, if the Talker isn't interested in the discussed NPC, that info won't be shared.	4%
Personality 	4%
Personal Treasure 	4%
Mystery 	3%
Secret Knowledge 	3%
Weakness 	3%
Favourites 	5%
Dislikes 	5%
This chance is calculated for each information, not topic, so for example the chance would be calculated 4 times for someone with 4 favourite items.
If any of those checks is successful, the discussed NPC is considered known.
== Vigilance ==
When a NPC is Vigilant, they'll only receive 1 Favor from positive social interactions, and lose twice as much from negative onesXiaWorld.JianghuMgr.AddKnowNpcData(). It also divides your chance of success for any talk or action related to Clues or Secrets by 2, as well as for asking any kind of information whatsoever.
Vigilance is linked to the day the discussion occurs (the day of the sect in case you're camping, so it's no use waiting), and all NPCs are vigilant on the first day of the gameXiaWorld.JianghuMgr.EnterVigilance().
Other than that, it can only be triggered in rare situations, and only when discussing using the Secrets interface:
* unsuccessfully talk about a clue they know about (not triggered in case of successful talk)
* Talk about a clue related to a secret they know about
* Talk about a secret they know about
== Mods ==
=== 所有掌门心仪之物 ===
Steam link
Makes all the favourite items of sect leaders visible, allowing to earn Connection and Favour.
=== One Click Interrogate (Mod) ===
See detailed page
=== 一键满好感度|OneClickFavour ===
Steam link
Adds a button to the dialogue window, allowing you to get 100 Favour with that NPC instantly.
=== Iguana's Overhaul, fixes ===
Github releases
Corrects the Greedy Personality, allowing a gift at 60 favor to break their Emotional Guard.
== References ==
Category:Social Minigame