Gaming
 

NPC

From Neverend

NPCs are a type of mob. They are generally more intelligent and more complex than monsters.

NPCs regularly place themselves into available systems of behavior, based on their wants and needs, and the wants and needs of other NPCs. NPCs frequently strive to improve themselves and their cities. They define themselves by choosing a class and job, and performing actions pertaining to that role, while training themselves in order to improve skills and produce output.

Low level NPCs tend to perform menial tasks such as chopping wood. Medium level NPCs will have a few skills that enable them to perform more complicated tasks, such as repairing a building. High level NPCs tell other NPCs what to do, and have complex leadership and politic scripts.

An example of this relationship:

Level Job Action
Low
Medium
High
Woodworker
Cuts wood
Crafts wood
Commands woodworkers
Low
Medium
High
Bandit
Attacks
Forms attack parties
Commands attack parties
Low
Medium
High
Cleric
Heals
Trains healers
Runs church full of healers

Contents

[edit] Maintenance

NPC maintenance

NPCs constantly maintain themselves, their environment, and other players. They have many needs that they address while alive. The number of NPCs is an average based on territory size and other factors. NPC needs include:

  • Clothing presence and appearance
  • Wound tending
  • Trash collection
  • Building repair
  • Building creation
  • Logging
  • Harvesting
  • Farming
  • Carrying goods
  • Carrying building materials
  • Scouting
  • Guarding area
  • Guardin perimeter
  • Trading
  • Selling
  • Buying
  • Skill raising
  • Reacting to environment
  • Reacting to players
  • Reacting to NPCs

By constantly being concerned with something, NPCs keep a relatively stable world and civilization when not under attack.

[edit] Skill

NPCs need to be challenging to players, but not godly. They will need to train in combat (and magic for mages), otherwise they will have the minimum in combat skills. Peasants and most civilians can be slaughtered by skilled players, which is why some form of authority is necessary. Police and gaurds in cities, military police and robots in hub areas, magical gaurdians in druid or nature based areas, undead or spirits in undead areas, and servants and familiars in magic or arcane areas. Demons, angels, and vampires have NPCs who act as guards of some type. Even monsters in caves and territories are "guarding" against intruders. In addition, players can have bodyguards, mercenaries, servants, followers, hirelings, familiars, pets, robotic creations, magical guardians, etc based on their skill.

NPCs visibly train themselves and progress over time. The most skilled NPCs include guards, bodyguards, bandits, and other combat NPCs. Monster and bandit camps focus mainly on combat training, with other resources spent on hording, resource gathering, building, plant growing, and crafting items.

[edit] Personality

Personality: Each aspect has an opposite side. Brashness and Politeness are opposites. Being mostly brash or mostly polite will move the player's personality to one side, making their dialogue choice reflect their personality, opening dialogue options that are labelled with at least that amount of personality, and disable most opposing personality options. Options that are of an opposing or conflicting personality will be harder to pull off, have a greater chance of failure, and require extreme luck.

Brashness<=======>Politeness Manipulative<=======>Honesty Timid<=======>Brave Humble<=======>Prideful Giddy<=======>Somber Boisterous<=======>Mellow Frank<=======>Facetious Dull<=======>Witty Sadistic<=======>Kind Greedy<=======>Pious Foolhardy<=======>Stern Caring<=======>Disdainful Angry<=======>Calm Eager<=======>Reluctant Curious<=======>Disinterested Sorrow<=======>Content Sadistic<=======>Protective


[edit] Dialogue

Charisma, Beauty, Intelligence, and Willpower are all important in NPC dialogue, as well as Persuasion skill.

You can tell if your character is below average or poor in one skill, as the NPC might act with disgust if you have low beauty, and have a permanent first impression of you (unless you manage to change his opinion with persuasion). If you have low intelligence, your dialogue choices will be extremely "dumb" and NPCs will loathe you. High intelligence allows you to use wordy and knowledgeable dialogue, but may piss off those with low intelligence. Charisma and Willpower allows persuasive dialogue choices to those who are unwilling or reluctant.

All NPC dialogue can be measured, giving an idea of:

How smart is the PC? How much money does the PC have? What is the PC's alignment? How charismatic is the PC? Does the PC have a particular NPC follower? What is the value of a particular game state variable? How skilled is the PC at haggling? Does the PC have an item with a particular internal name? Does this NPC have an item with a particular internal name? What level is the PC? What is the PC's Magic skill? Has this NPC met the PC before? How perceptive is the PC? How persuasive is the PC? What is the state of a particular quest in the game? What race is the PC? How well does this NPC like the PC? Has a particular rumor been quelled? Is a particular rumor already recorded in the PC's logbook? What is the PC's rank in a particular skill? What is the PC's level of training in a particular skill? What is the current state of the quest story arc?

[edit] NPC types

NPC automation and scripting.

There are three types of NPCs.

Generated NPCs- spawn on their own and run their own lives. Created NPCs- content creators can customize an NPC to have a unique look and personality, including dialogue and actions Controlled NPCs- content creators can design and control NPCs

Generated NPCs are basically "bots" that run on their own. In other games you might find a fishing bot or a mining bot who performs repetetive tasks. NPCs are the same, only they have needs and wants, and run on a schedule.

An NPC starts with the following assigned:

Human Male or Female Hair color Eye color Height Weight Body proportions Peasant 1st-4th Degree

Attributes are assigned as Average, Below Average, or Above Average. The number assigned to each attribute will be higher for above average, and lower for below average. It will progress slowly with below average attributes, and progress quickly wth above average attributes. Attrbiutes are the same as player stats.

Personality: How the NPC acts, and what the NPC does, is determined by personality. Personality is determined by various views that shape who the NPC is. Personality stats are on a scale from 1-20, representing the ends of each side of the coin. Personality tends to stay the same, but will gradually move towards one end with repeated actions that reinforce that personality trait.

Greed vs Generosity: A greedy character will choose to steal money, or run an overpriced business. A generous character will give money to the poor, and heal others.

Valor vs Cowardice: Valor means a character is more likely to stand their ground when faced with danger. Cowardice means a character is more likely to flee in danger.

Justice vs Mercy: Justice allows a character to do any action he or she believes is right, such as a warrior or a bandit killing someone. Mercy will make the character reconsider dealing a death blow, instead trying to knock out the opponent or critically injure them, and then leave.

Humility vs Wealth: A humble character will choose to live with a minimum of possessions to survive. A wealthy character will always try to have a living padded with food, items, a place to live, and luxury items.

NPC Jobs: NPCs will choose a particular job that they will perform. Each job has its own script of activities. Many jobs rely on more basic jobs first, so peasants will choose jobs based on Need. NPCs will tell the city how much need there is for one job, and NPCs will try to work towards that job and fill its need.

Note that jobs require specific building types, such as a farm, or a bank, or a shop, or a guard tower.

City jobs:

Guard, patrols the city perimeter. Will attack any monsters, and any players who cause damage or destruction within the guard's sight. Police, patrols the city area. Will attack any monsters, and any players who cause damage or destruction within the guard's sight.

Primary Trade jobs:

Farmer: Uses farmland to grow various plants. Miner: Uses mountains and hillsides to gather minerals. Logger: Gathers wood from trees.

Secondary Trade jobs:

Carpenter: Makes buildings and furniture from wood Stoneworker: Makes bricks from stone Baker: Produces bread from plants and grain Butcher: Produces food from meat Chef: Produces food from meat, plants, and grain

Manager jobs: (runs shop, and hires employees to do tasks)

Bartender Shopkeeper Vendor Banker

Employees:

Waiter Trash collector/cleaner Bouncer

Adventurer jobs:

Adventurer: Kills monsters and collects money and equipment Hunter: Kills monsters and collects meat Mercenary: Will accompany player in combat for a fee Healer: Will heal player in combat for a fee

Bandits: When an NPC has too many negative personality traits, and the city has no need for a job, peasants will turn into bandits. Bandits will attack players. They are usually low level, but can level up through practice.

Building specific jobs: Cleric Priest Trainer Guide

Advanced jobs: Mayor King Queen Prince Princess Ambassador Minister

[edit] Wandering NPCs

NPCs who do not live in a territory or community will wander the land until they join a city, or die. Wandering NPCs include hermits, cave dwellers, sages, wisemen, missionary clerics, healers, friars, travellers, adventurers, mercenaries, lone mages, fishermen, trappers, miners, merchants, messengers, caravans, pioneers, and gypsies. Travellers tend to become stationary when players are within a certain radius. They will then offer conversation, buy or sell goods, make comments, give rumors, ask for help or healing, ask to fight something, or ask to sit down and relax or sleep. They may ask to join in leisure, including dancing, singing, instrument playing, playing with animals or children, fortune telling, fishing, storytelling, brawling, and other activities. Attacking good NPCs will cause them to beg for mercy, flee, offer something to spare their lives, or attack back.

[edit] NPC list

ID Name Type Stats Description
N0001

NPC names: NPCs are referred to by job or name. NPCs randomly choose a name from a pool of names or a random name generator.

see: names

[edit] Character list

ID Name Type Stats Description
P0001 Absinthe Fairy, mage Uses protective magic to ensure survival
P0002 Gray Human, medic, butcher
P0003 Iverson Human, scribe, librarian
P0004 Gordian Human, scribe, librarian
P0005 Manning Human, ghost Needs: plate armor, chain mail A ghost who wears armor
P0006 Agnew Human, performer
P0007 Piotr Human, musician
P0008 Dragoman Human female, knight
P0009 Sidd Human, monk Needs: tavern
P0010 Abban Human, hermit, cleric
P0011 Kalantiaw Human, politician, cleric
P0012 Litre Human, manager Needs: own winery
P0013 Batuta Human, politician, strategist
P0014 Allegra Human female, dancer
P0015 Lester Human, farmer Needs: own farm or work at farm
P0016 Smithee Human, blacksmith
P0017 Spelvin Human, performer
P0018 Plinge Human, performer
P0019 Aulus Human, politician
P0020 Negidius Human, politician
P0021 Numerius Human, banker needs: own bank or work at bank
P0022 Burdell Human, librarian needs: work at library
P0023 Cottingley Fairy Uses escape and evasion magic, invisibility
P0024 Maybrick Human, merchant
P0025 McIlWraith Human, guard captain needs: work as guard captain
P0026 Mitty Human, guard captain needs: work as guard captain
P0027 Ajeeb Human, tinkerer needs: work as tinkerer
P0028 Jerdanowitch Human, scribe needs: work as scribe
P0029 Oera Human female, priest
P0030 Dennison Human, sailor
P0031 Eitan Human, politician
P0032 Heilbrun Human, bandit leader needs: work as bandit leader
P0033 Dixon Human, bandit needs: work as bandit
P0034 Guffin Human, miner
P0035 Blissett Human, performer
P0036 Ravenhurst Human, priest
P0037 Eliot Human3, performer
P0038 Selavy Human, clothcrafter
P0039 Keene Human, scribe
P0040 Winfield Human, mayor
P0041 Marmandy Human female, bandit needs: work as bandit
P0042 Prester Human, cleric
P0043 Slaughterford Human, ghost, bandit leader
P0044 Adele Human, noble
P0045 Fairbairn Human, noble
P0046 Dickson Human, noble
P0047 Dodgson Human, cleric
P0048 Stirner Human, guard captain
P0049 Trevanian Human, guard
P0050 Piper Human, bard
P0051 Robeson Human, brawler
P0052 Grant Human, bandit, thief
P0053 Blooney Human, guard needs: work as guard
P0054 Murron Human female, noble
P0055 Tarnum Human, sword fighter needs: sword, light armor
P0056 Philamore Human, bard
P0057 Humphrey Human, knight
P0058 Thewlis Human, knight
P0059 Reynaud Human, knight
P0060 Keldor Human, mercenary
P0061 Kalidor Human, berserker
P0062 Randon Human, knight
P0063 Slur Human, necromancer
P0064 Strathe Human, necromancer
P0065 Ator Human, berserker
P0066 Barlok Human, mercenary
P0067 Gedren Human, mercenary
P0068 Hizar Human, necromancer
P0069 Onan Human, clothweaver
P0070 Rastan Human, bandit leader
P0071 Baxendale Human, librarian
P0072 Grignr Human, berserker
P0073 Carthena Human female, waitress
P0074 Agaphim Human, noble
P0075 Dravot Human, explorer needs: ranged weapons, gold, followers
P0076 Carnehan Human, explorer needs: ranged weapons, gold, followers
P0077 Robertson Human, explorer needs: ranged weapons
P0078 Doherty Human, musician
P0079 Barat Human, musician
P0080 Peachey Human, farmer needs: own orchard or work at orchard
P0081 Garmin Human, explorer, tinkerer
P0082 Boabdil Human, king needs: work as king, sword
P0083 Ravana Human, warrior needs: pants, no armor favored enemy:birds
P0084 Attila Human, bandit leader needs: work as bandit leader
P0085 Jenner Human, bandit leader
P0086 Leotorg Human, fighter mage
P0087 Johannes Human, pirate
P0088 Yoruba Human, swordfighter
P0089 Kerala Human, fighter needs: whip
P0090 Ortega Human, knight needs: sword, plate mail
P0091 Swer Human, guard needs: sword, armor, shield
P0092 Ragon Human, guard needs: sword, armor, shield
P0093 Svero Human, guard needs: sword, armor, shield
P0094 Zward Human, guard needs: sword, armor, shield
P0095 Swart Human, guard needs: sword, armor, shield
P0096 Perauld Human, guard needs: sword, armor, shield
P0097 Dupray Human, guard needs: sword, armor, shield
P0098 Bretin Human, guard needs: sword, armor, shield
P0099 Yolo Human, crafter needs: craft bows, crossbows, arrows
P0100 Jeffrey Human, guard captain needs: work as guard captain
P0101 Garott Human, king needs: robe, sceptre, work as king
P0102 Domo bandit leader needs: katana, plate armor, work as bandit leader
P0103 Nicom Human, mage
P0104 Etan Human, mage
P0105 Blatche Human, mage
P0106 Ruffin Human, mage
P0107 Unseld Human, mage
P0108 Wes Human, mage
P0109 Duckworth Human, mage
P0110 Wahl Human, mage
P0111 Zotinca Human female, mage
P0112 Meola Human female, mage
P0113 Latta Human female, mage
P0114 Lopa Human female, mage
P0115 Gansler Human, mage
P0116 Matejko Human, mage, alchemist
P0117 Pandira Human, mage, alchemist
P0118 Dee Human, alchemist
P0119 Kelley Human, alchemist
P0120 Coelho Human, alchemist
P0121 Teniers Human, alchemist
P0122 Margrave Human female, alchemist
P0123 Canberra Human female, alchemist
P0124 Agius Human, alchemist
P0125 Smithe Human, blacksmith
P0126 Smyth Human, blacksmith
P0127 Jet Human, blacksmith
P0128 Tanner Human, leatherworker
P0129 Dawson Human, ship builder
P0130 Bray Human, stable owner
P0131 Holder Human, stable owner
P0132 Ed Human, stable owner
P0133 Wilbur Human, carpenter
P0134 Kirkwood Human, stable owner
P0135 Mann Human, carpenter
P0136 Hoff Human, butcher
P0137 Veasley Human, butcher
P0138 Brendan Human, wine seller
P0139 Busch Human, brewer
P0140 Cafla Human, baker
P0141 Ficus Human, scholar, noble
P0142 Pulvapies Human, doctor, noble
P0143 Branwell Human, scribe, bard
P0144 Zamorna Noble
P0145 Christopher Poole Scolar
P0146 Robert Bopkins Scholar
P0147 Blargthaw Troll, Cook
P0148 Fropuchit Troll, Cook
P0149 Gaskell Scholar
P0150 Midian Warlord
P0151 Lieberstesh Priest
P0152 Uesheba Monk
P0153 Michiyamenotehi Painter
P0154 Funana Painter
P0155 Mueller Doctor
P0156 Jake Brahm Assassin
P0157 Alex Wuori Assassin
P0158 Aida Explorer
P0159 Tarvu Monk, cleric
P0160 Barvu Warlord
P0161 Oppo Octopus
P0162 Ippi Octopus
P0163 Alfache Octopus
P0164 Oobu Octopus
P0165 Karkippenah Woolly sea tortoise
P0166 Min-min Doctor
P0167 Hul-Veth Metalsmith
P0168 Amzamiviram Cleric
P0169 Binni Artisan
P0170 Givilmariu Artisan
P0171 Tlelrill Artisan
P0172 Hinfy Artisan
P0173 Yulsen Cleric
P0174 Uckob Drunkard, peasant
P0175 Alvinni Scribe
P0176 Yarvin Farmer
P0177 Ranchitty Peasant
P0178 Pok Peasant
P0179 O'Onnor Scribe
P0180 Ribbins Scribe
P0181 Jerbyn Archaeologist
P0182 Huig-Benthon Woodworker
P0183 Gibb Noble
P0184 Taylu Warlord
P0185 Illberini Peasant
P0186 Tellih Baker
P0187 Henson Scholar
P0188 Ikhnaten King, noble
P0189 Tebbu Monk
P0190 Thebbu Monk
P0191 Thaddu Monk
P0192 Ah-Haut Monk
P0193 Tinvu Monk
P0194 Tarh-Shenty Monk
P0195 Sheppartarvi Monk
P0196 Tarvoobi Monk
P0197 Meri Peasant
P0198 Seb Peasant
P0199 Anup Priest
P0200 Aan Peasant
P0201 Iusa Peasant
P0202 Aardnarsh Scholar
P0203 Stub Scholar
P0204 Arkimedes Archmage
P0206 Arisa Noble
P0207 Caliodora Noble
P0208 Shun Chen Monk
P0209 Deldon Warrior, archer
P0210 Yorn Farmer
P0211 Nuwau Warrior
P0212 Guil Peasant, gambler
P0213 Ros Peasant, gambler


[edit] NPC events

NPCs can enable specific animations, scripts, events, and quests by their presence. A thief NPC may steal something against the player's will, causing a confrontation with a shop owner or security guard, leading to combat, a chance to turn the thief in for a reward, or escape and more recognition by thieves. A warrior NPC may choose to break down a dungeon door or rush in and attack, setting off traps, being a distraction, or having a hero's memorial or special mention after completing a dungeon quest. Having a certain race or faction in the party can trigger negative comments, starting quests to prove trust from opposing NPCs. NPCs with specific personality traits will act on those traits, such as curiosity leading to trouble, nature leading to fascination of plants and flowers and overprotectiveness of trees from attackers, magic users with arrogance or knowledge that lets them speak above others and cause irritation among others.

Events trigger when certain conditions are present, and rely on random chance so the same triggers are not activated all the time. The player can cancel or interrupt an event with sufficient leadership and charisma, such as telling a curious thief not to be nosy in a dungeon, telling a warrior to stay back, telling a wizard not to brag, or telling a guard not to worry. Apologies can also work if someone steals, vandalizes, or hits someone. Situations can be exacerbated if the player encourages the NPC, gives an insult, or gives a comment that inspires more resistance or more rebellion such as telling a thief they are no good at stealing or telling a warrior he would do poorly. A very strict or evil player can take this to the extreme, punishing, fighting, abandoning, disbanding, hurting, or killing an NPC for insubordination. This can stop a situation such as theft from escalating, but also make other NPCs have fearful or dreadful respect of the player.

NPCs may have certain conditions that can be altered, changed, or fixed by using items, spells, or other NPCs that address that issue. A typical problem would be wanting love, which could be solved by another NPC, a love potion item, or the player using high charisma choices. Someone tired of love would cheat on their loved one, ask for a negative argument to be set up, find a better NPC, have the loved one killed, or commit suicide. An NPC who wants adventure would join a party of players or NPCs. An NPC who wants to be in a certain trade but lacks skill can be taught by the player, lead to a trainer NPC, or told he will never be good. An NPC who wants to be a great fighter or specialist of a certain weapon, school of magic, class or job can also ask for training by a player or be lead to an NPC.

Other NPC problems include personality, such as poor finances, sleepiness, sleeplessness, forgetfulness, laziness, lust, wantonness, malice, anger, distrust, cynicism, envy, arrogance, rage, greed, pride, cowardice, promiscuity, lying, conning, tricking, thieving, vandalism, fighting, drunkenness, and addiction, though they can be exacerbated and made to hurt others or be more selfish, being more loyal to evil players and NPCs.

Minor problems include debt, lack of funds, lack of items, need for equipment repair, need for clothing repair, need for clothing, need for shelter, need for food, need for training, loneliness, and other problems that can be fixed by a player or by a player leading to another NPC.

Current problems include errands that depend on two or more NPCs to be in the same area. An NPC wants the player to do something pertaining to another NPC, such as resolving an issue, talking, getting a correct dialog response, getting a certain answer, getting certain information, delivering an item, confronting someone, attacking somoene, stealing from someone, placating someone, getting a promise or written response, getting a letter, contract, payment, extortion, conning or blackmailing, an item, a trapped item, a reward, gift, sending a message, asking a question, or resolving a relationship.

The player keeps a temporary list of NPCs involved in these errands, such as declaring love, sending a gift, sending an angry message, threatening or fighting for someone, insulting someone, breaking up with someone, or furthering a romantic relationship. The list erases entries after twelve hours and if the NPC is killed or removed. The list allows NPCs to choose their target NPC and keep track of the errand for the player, preventing an endless series of errands aimed at random NPCs and preventing repeatable errands, as the errand is already done for the issuing NPC and already done with the target NPC.

NPC targets include bankers, blacksmiths, woodcutters, guards, mayors, politicians, spinners, butchers, bakers, tanners, carvers, thieves, drunkards, peasants, civilians, males, females, evil people, good people, neutral people, poor people, rich people, a certain skill level, job, or class.