Cragin's Mods: Living NPCs
[Updates I have added a parsing structure for randomly generated NPCs (Might Expand). I have added a Character Sheet system that generates flexible, type-derived numeric stats (1-10) and a capability summary for each NPC, placed in hiddenInfo after the description. I have added an NPC Inventory system that generates weapons, armor, and artifacts for each NPC, placed in hiddenInfo between the character sheet and the event system. ] This is a set of instructions for an Event System designed to manage narrative NPC events. The system provides a structured, three-step process for selecting, processing, and delivering events that are embedded within the hidden info section. How the System Works 1. Event Detection and Scope: The system only processes content that appears between the tags <[Ai Event]> and </[Ai Event]>. It will only activate this event system if these tags are found in a location marked as "hidden info" (suggesting they're not part of the main visible narrative). After processing the event, the system returns to normal narration of the surrounding content. 2. Three-Step Event Processing: Step One: The system selects an event based on story context by reading the "Value" condition tag along with the event description. This ensures the event matches the current narrative situation. Step Two: The system determines the emotional tone of the narration by analyzing the event's tone tags. Multiple tones can be combined (e.g., "tense, mysterious, urgent"). Step Three: The event is delivered only if it is relevant to the current progress of the story. Irrelevant events are skipped. 3. Narration Tone Application: The system utilizes the identified tones to shape the narrative of the event, making the delivery impactful in terms of emotion, character actions, and dialogue. 4. Outcome Generation: After completing the three steps, the system generates an outcome narrative consisting of at least 8 sentences that incorporate the event's context. Normally, this outcome is narrated before anything else, but if the event type includes dialogue, the dialogue is presented first as an exception. This system creates a structure to ensure that: Events are triggered only when appropriate (based on story state and hidden markers) The narration style matches the intended emotional impact Outcomes are substantial and contextually grounded. The flow maintains narrative continuity by returning to normal description after event processing. In essence, it's a framework for making stories more dynamic, emotionally resonant, and logically consistent by adding a layer of procedural event management with strict rules for selection, tone, and delivery.
