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		<id>http://wiki.lostsouls.org/w/index.php?action=history&amp;feed=atom&amp;title=DNPC</id>
		<title>DNPC - Revision history</title>
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		<updated>2026-04-16T23:09:37Z</updated>
		<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>http://wiki.lostsouls.org/w/index.php?title=DNPC&amp;diff=8073&amp;oldid=prev</id>
		<title>Zyll at 16:17, 25 March 2008</title>
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				<updated>2008-03-25T16:17:37Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;

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				&lt;td colspan='2' width='50%' align='center' style=&quot;background-color: white;&quot;&gt;←Older revision&lt;/td&gt;
				&lt;td colspan='2' width='50%' align='center' style=&quot;background-color: white;&quot;&gt;Revision as of 16:17, 25 March 2008&lt;/td&gt;
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&lt;tr&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;// Process for handling / use of new equipment / items, encumbrance..&lt;/td&gt;&lt;td&gt; &lt;/td&gt;&lt;td style=&quot;background: #eee; font-size: smaller;&quot;&gt;// Process for handling / use of new equipment / items, encumbrance..&lt;/td&gt;&lt;/tr&gt;
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&lt;tr&gt;&lt;td colspan=&quot;2&quot;&gt;&amp;nbsp;&lt;/td&gt;&lt;td&gt;+&lt;/td&gt;&lt;td style=&quot;background: #cfc; font-size: smaller;&quot;&gt;[[Category: Development]]&lt;/td&gt;&lt;/tr&gt;

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		<author><name>Zyll</name></author>	</entry>

	<entry>
		<id>http://wiki.lostsouls.org/w/index.php?title=DNPC&amp;diff=4356&amp;oldid=prev</id>
		<title>Chance at 20:20, 20 July 2007</title>
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				<updated>2007-07-20T20:20:35Z</updated>
		
		<summary type="html">&lt;p&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Dynamic NPC's =&lt;br /&gt;
This page is going to be the outline for a new type of PC, that will advance, die, resurrect, and hopefully act as closely to a player as we can get it to.&lt;br /&gt;
&lt;br /&gt;
This is just a rough paste for now until it can be edited to be nicer.&lt;br /&gt;
&lt;br /&gt;
// High Level Goals:&lt;br /&gt;
	/*&lt;br /&gt;
		Advance Level&lt;br /&gt;
			|&lt;br /&gt;
		Kill It&lt;br /&gt;
			|&lt;br /&gt;
		Find Something to Kill&lt;br /&gt;
			|&lt;br /&gt;
		Get Equipment&lt;br /&gt;
			|&lt;br /&gt;
		Get Healthy&lt;br /&gt;
			|&lt;br /&gt;
		Get Money&lt;br /&gt;
	*/&lt;br /&gt;
&lt;br /&gt;
// Set Moods - If he's died lately, he'll be cautious, if he's not getting hurt much, he'll get reckless, etc..&lt;br /&gt;
&lt;br /&gt;
// Set Goals - If he's got no money and equipment, he'll try to scrounge, if he's got money, he'll try to find &lt;br /&gt;
// equipment, if he's got equipment, he'll try to explore and kill something, if he's hurt, he'll try to find a healer&lt;br /&gt;
// or bar to rest up in Maybe seek some trainers for lessons or some such thing&lt;br /&gt;
&lt;br /&gt;
// Something to bias alignment slightly, like if people give him thigns he can use, more towards good, if players kill&lt;br /&gt;
// him, more towards evil&lt;br /&gt;
&lt;br /&gt;
// Set Level based goals.. say, around level 10, go find a guild based on xxx criteria, if people help him out by giving&lt;br /&gt;
// weapons and armor, he'll be more apt to join 'Good' guilds, can base it on preset questions that he poll's random &lt;br /&gt;
// passer-by players, and decides after a set amount of answers&lt;br /&gt;
&lt;br /&gt;
// Set up a process for what happens after he gets his ass killed, resurrection, etc..&lt;br /&gt;
&lt;br /&gt;
// Set up a process for how he remembers what's killed him and what he's killed, prob: persistence&lt;br /&gt;
&lt;br /&gt;
// Set up a process for moving from area to area, can be via memorized locations, once a* goes mud-wide, can use that &lt;br /&gt;
// in conjunction with random's to start a path out&lt;br /&gt;
&lt;br /&gt;
// Special case for chaos equipment so he won't just randomly die if someone giveshim a geos? Or maybe some future way &lt;br /&gt;
// to remember the source of an item based death&lt;br /&gt;
&lt;br /&gt;
// Saving himself over reboots and whatnot, and loading correctly afterwards, persistance? save-object?&lt;br /&gt;
&lt;br /&gt;
// Quests?&lt;br /&gt;
&lt;br /&gt;
// Company of npc-based characters? Grouping?&lt;br /&gt;
&lt;br /&gt;
// Process for handling / use of new equipment / items, encumbrance..&lt;/div&gt;</summary>
		<author><name>Chance</name></author>	</entry>

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