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Human Generation is the process of generating a human NPC either following a predetermined or a semi-randomized instruction set. The process is generally called whenever a town house or shop has no NPC assigned to it.

Body Generation

Body Generation is largely determined by the ethnic group of the human that's being generated. It consists of a series of steps that define the anatomical dimension of the NPC:

  • If not specified, the ethnic group of the character is selected at random according to the weighted values of the ethnic distribution of the region where that human is being generated.
  • The base body model for the character's ethnic group is loaded and a head from that ethnic group's head shapes pool is attached. Default feet and hands are also attached unless specified otherwise.
  • If not specified, a sex is assigned to the character with a 50% chance of it being male and a 50% of being female.
  • The base body is then morphed according to its ethnic and sexual characteristic to achieve its final shape. Sexual organs are attached to the body.
  • A valid skin color or texture is applied to the body.
  • If not specified, a facial texture is selected at random from the NPC's appropriate face texture pools.
  • If not specified, an eye color is selected at random from the NPC's appropriate eye color pool.
  • Any other specified changes are applied.

Hairstyle Generation

Hairstyle Generation is very similar for males and females of all ethnic groups, but minor differences result from the use of different hairstyle pools.

  • If not specified, a base hair is selected at random from the appropriate pools.
  • If not specified, a front hair piece (fringe or bangs) is selected at random from the appropriate pools.
  • If not specified, an attachment style is selected at random (centered, left-side, right-side or double) and then a random attachment from the appropriate pools is generated at that point.
  • If not specified, a hair color is selected at random from the appropriate hair color pool.
  • If applicable, facial hair is generated:
    • If not specified, a mustache is selected at random from the appropriate pools.
    • If not specified, a beard is selected at random from the appropriate pools.
    • Facial hair is always the same color as normal hair.

Clothing Generation

Clothing Generation is determined by the NPC's profession and, in some cases, gender or ethnicity. Generally, and item of clothing is given to the NPC for most of its equipment slots, and all of the available items are equipped if possible. Generated clothes are created using the following procedure:

  • If not specified, a random piece of equipment is selected for a valid equipment slot from the appropriate clothing pools.
  • If not specified, a random color is selected and applied as the primary color of that piece of clothing.
  • If not specified, a compatible color is selected and applied as the secondary color for that piece of clothing.
  • A number of positive and negative quirks is assigned to that piece of clothing. The quirks are randomly selected and applied to that piece of clothing.
  • The generated clothing item is equipped on the NPC and another piece is generated if necessary. Minor item's main color is chosen from the colors compatible with major item's main color. Accessory items can be any color.

Weapon Generation

Weapon Generation is rarely used, due to most NPCs being unarmed or having a standardized set of weapons. Therefore, actual generated weapons are mostly found as random loot or being used by bandits or other special characters. Since weapon archetypes are very diverse, the generation process is complex and varies from weapon to weapon.

Skillset Generation

Most NPCs have no special skills, and this is the default state of a skillset unless a specific skill or a pool to choose from is specified during the process.

Inventory Generation

A number of items to generate and the name of the item pools to use must be specified when generating an NPCs inventory. If unspecified, an empty inventory is assumed. In addition, two values are given to the minimum and maximum starting money, respectively, and a number between those two values is selected at random.

Attributes Generation

Attributes Generation consists of stat generation and personality generation. Stats are level-scalable, while personality is random.

Stat Generation

  • Level: NPC's level is generated by choosing a random value that is between ten points lower and five points higher than the player's level. If that would result in zero or a negative number, the NPC's level is 1 instead. Class modifiers can be specified during this process.
  • Maximum health: Humans start with 100 maximum health points at level 1, and get 10 extra points per level above that. Maximum health determines the amount of damage an enemy can receive before being incapacitated.
  • Maximum energy: Humans start with 100 maximum energy points at level 1, and get 2 extra points per level above that. Maximum energy points determines the amount of special skills an NPC can use during battle.
  • Maximum adrenaline: NPC's maximum adrenaline is always 100.
  • Strength: Humans start with 8 strength points, and get 1 extra point per level. Strength determines the amount of damage an NPC can physically inflict.
  • Resistance: Humans start with 8 resistance points, and get 1 extra point per level. Resistance determines the amount of damage an NPC can absorb before losing health points.
  • Intelligence: Humans start with 8 intelligence points, and get 1 extra point per level. Intelligence determines the effectiveness with which an NPC can use magical skills.
  • Agility: Humans start with 8 agility points, and get 1 extra point per level. Agility determines the physical movements an NPC is capable of performing.

Class modifiers can be specified during this process, thus altering the final outcome of the stats.

Personality Generation

  • Name: Human names are generated by choosing a random first name and second name from the first and second name pools that are adequate to the NPC's ethnic group and sex. These are inherited from the result of the Body Generation process, unless otherwise is specified.
  • Title: A title is chosen at random from the ethnic group's title pool or the class's title pool. Unique titles can be specified during this process.
  • Introversion: Determined as a random number between 1 and 10. This personality trait determines the amount of introverted dialogue lines an NPC would use during a conversation.
  • Extroversion: Determined as a random number between 1 and 10. This personality trait determines the amount of extroverted dialogue lines an NPC would use during a conversation.
  • Positivity: Determined as a random number between 1 and 10. This personality trait determines the amount of positive dialogue lines an NPC would use during a conversation.
  • Negativity: Determined as a random number between 1 and 10. This personality trait determines the amount of negative dialogue lines an NPC would use during a conversation.
  • Lust: Determined as a random number between 1 and 10. This personality trait determines the openness to flirtation attempts made by the player.
  • Love: Always starts at 0. This variable keeps track of the NPC's love for the player.
  • Friendliness: Always starts at 0. This variable keeps track of the NPC's relationship with the player.
  • Mood: Always starts at 0. This variable keeps track of the NPC's current emotional state.

All personality values can be manually overwritten during the generation process.