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 |
|---|---|---|
| Woodworker |
|
| Bandit |
|
| Cleric |
|
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.
