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Comment

From Neverend

NPCs will comment on players. Since a static comment is repetetive and predictable, they will have random durations of not commenting. They will not comment or use the same comment if it has been used recently, and they will not comment on the same thing to the same player over and over. Last, they will be more likely to comment on significant things, rather than mundane things.

This means that NPCs will remember players, or rather, the player information will have a list of reactions to the NPC, and the NPC will react based on those reactions. For example, Anna is hit by a player. The server saves the player data as NPC_Anna: Attacked(1), upset(5), fearful(3) which means Anna will "look up" that information when the player is nearby. The reaction data will change over time, for example, the player uses sociolization to apologize, uses psychic powers, magic charming, sexuality, etc. Anna's reaction data will change to show a new attitude, possibly forgetting an attack but still having slight fear. This can also lead to submissiveness.

Next, NPCs will have a list of potential comments, rating them from average to extreme. Average comments are used with NPC idle talk, such as talking to themself, talking while working, and talking among other NPCs.

On top of the list are extreme comments, which are added and repeated immediately. "Extreme" is measured by a discrepency between normal or average and whatever the current amount is. For NPCs who are used to seeing public nudity, they will hardly react. To NPCs who are used to seeing violence, they will hardly react. This is because these events are considered "average" and the NPC is used to it. But if the event is far above average, such as 10 points over what the NPC is normally used to, then it becomes an extreme reaction.

An average reaction would be "Oh, isn't that nice" while an extreme reaction includes shouting, yelling, running in fear, cursing, calling authorities, subduing someone, or attacking.

NPCs can comment on:

Clothing: Overall appearance, shoes, jewelry, shirt, pants, underwear, modesty, sexiness, coolness, hat, glasses, monetary value, stat value, impressiveness, armor rating.

Weapon: Appearance, stat, effectiveness.

Recent action: Stealing, lockpicking, vandalizing, damaging, attacking, throwing, shooting, offensive spells, psychic manipulation, walking, running, standing in the way, sleeping, eating, sex, stripping, dancing, singing, brawling, wrestling, restraining, knocking out, fighting, killing, healing.

Item: Potion, herb, stone, scroll, reagent, staff, wand, offensive, throwing.

Status: Race, sex, criminal status, personal stats, personal history, personal activity, notoriety, fame, title, reputation.

Ground: Corpse, trash, body, item, blood, dirt, dust, ash, debris, fire, water, sewage, leaves, flowers, soil, seeds, plants.

Several templates exist for comments. Bandits will tend to comment and react on those who are not bandits. Guards will comment on visible crimes or threats. Peasants will comment on other peasants or on items. Timid people will be afraid of monsters, magic, or combat. Bar owners will comment on combat or criminal behavior.

Templates exist for the role an NPC is meant to be playing. They are not set in stone, and can be modified or made specific for the NPC. They exist to help the NPC react to common and extreme situations when they aren't controlled by humans. NPCs can change templates if they have a new occupation or role, such as a peasant becoming a bandit or a wizard becoming a shopkeeper.

More detailed reactions can be added to an NPC profile, including custom scripted actions and dialogue. This can include actions without dialogue, such as searching the forest and hunting prey. The NPC is still "reacting" to the forest, and has an awareness of it.

NPCs must be aware of their surroundings for most of this to work, and must know what to ignore. Extreme events may broadcast themselves to NPCs in range, such as an attack, spell, disaster, fire, raid, etc. Mundane events are not broadcasted and are ignored.

NPCs, when in automated mode, must be able to perform routines and actions without being stuck, or not knowing what to do when a player steps in their way or places an item in their path.

As more "awareness" is added to an NPC, they can then have scripted reactions for each concept. For example, a jumping player, a dropped item, a wall, an obstacle, a fistfight, an arrest by guards, an attack by monsters, an attack by players, nearby plants, trees, dangerous drops, dangerous terrain, territory, etc.

This is why NPC "types" become important, as a hunter or scout would explore open fields or forests, a farmer would pay attention to crops, a lumberjack would find a forest, a miner would find a mineshaft, bandits would roam trails or sneak in towns, and town occupations would stay in the town when working (maids, innkeepers, vendors, mayor, president, waitress, butler, healer, medic, store owner, etc)