03-10-2005, 01:00 PM
Personality Engine
Near_Fantastica
Mar 10 2005
Features:
- Database of Personality Stereotypes¦
- Lets you weight and compare NPC and Player Interactions¦
- This is a data base type script it handles and performs the operations. It is up though the user to develop, understand and use the script right¦
- Use as many or as few variables as you want¦
The Variables:
The Script:
The Syntax:
This This should be used to update script so that the emotion variables fall into balance over time¦
This should be used to level up the actor passed to it¦
- Note: this actor_id refers to the id of the actor in the database¦.
This should be used to add, subtract, or return the given variable for the NPC
- event_id is the event id
- map_id is the map on which that event is... if left blank will default to the current map¦
This should be used to add, subtract, or return the given variable for the NPC
- type is the if the reference is an “Event� or “Actor�
- type_id is that event or actors id
- map_id is the id of that map of the event in question if left blank default to the current map…
his should be used to add, subtract, or return the given variable for the Actor
- actor_id refers to the id of the actor in the database¦.
This should be used to add, subtract, or return the given variable for the Actor
- actor_id refers to the id of the actor in the database….
- type is the if the reference is an “Event� or “Actor�
- type_id is that event or actors id
- map_id is the id of that map of the event in question if left blank default to the current map…
Take Care,
Near
Near_Fantastica
Mar 10 2005
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No support is given. If you are the owner of the thread, please contact administration.
Features:
- Database of Personality Stereotypes¦
- Lets you weight and compare NPC and Player Interactions¦
- This is a data base type script it handles and performs the operations. It is up though the user to develop, understand and use the script right¦
- Use as many or as few variables as you want¦
The Variables:
Code:
# Intrinsic Variables 0 to 100
#
# Integrity – This variable is close to the common use of the term. Actors with high Integrity
# always keep their word, never tell lies, and never reveal secrets. Actors with low Integrity
# break their promises, lie and reveal secrets.
#
# Virtue – This is the degree to which an actor takes other actors’ needs and desires into
# account when making decisions. Actors with high virtue make choices based on
# what’s best for other actors, themselves included. Actors with low Virtue are selfish,
# self-centered and egotistical. They always place their own interests ahead of others considerations.
#
# Power – This variable represents the ability to wreak physical, financial, or social injury
# upon others. Actors with lots of Power have the capacity to do harm, but not necessarily
# the motivation.
#
# Intelligence – this variable represents the ability to make correct decisions. Actors with
# high Intelligence often make the most efficacious and pragmatic choices. Actors with low
# Intelligence often make incorrect judgments.
#
# Attractiveness – This variable represents an Actor’s physical appearance. A female Actor
# with high Attractiveness is pretty; a male Actor with high Attractiveness is handsome.
#
# Volatility Variables 0 to 100
#
# Adrenaline – Think of this variable as “the speed with which adrenaline pours
# into the bloodstream.� It controls the rate of change of Anger/Fear. High values
# describe an Actor who angers or runs quickly.
#
# Manic Depressive – Actors with high levels of this variable soar to peaks of joy or plunge
# to depths every time they look at the mail; controls Joy/Sadness.
#
# Sensuality – This variable controls the rate of change of Arousal/ Disgust. An Actor with
# high value of Sensuality is readily aroused and easily disgusted.
#
# Mood Variables 100 to -100
#
# Anger/Fear – Positive values denote anger; negative values denote fear.
#
# Joy/Sadness – Positive values denote joy; negative values denote sadness.
#
# Arousal/Disgust – This paring counterbalances arousal, normally thought of in its
# sexual manifestation, with disgust, normally associated with smell and taste. In this case,
# however, arousal is used to indicate any heightened sensuality. Licking your lips
# before digging into a meal constitutes arousal.
#
# Accordance Variables 100 to -100
#
# Accord Integrity – This variable is close to what is known as gullibility; its negative sense would
# be close to suspiciousness.
#
# Accord Virtue – This variable represents the willingness to see the good in other people.
# An actor with high levels of Accord Virtue would be more sympathetic and not respond
# harshly to another Actor’s evil actions.
#
# Accord Power – This variable might be call timidity. An Actor with high Accord Power
# overestimates the power of others. An Actor with low Accord Power underestimates the
# dangers of any social situation.
#
# Accord Intelligence – No simple English term adequately captures this concept. An Actor
# with high Accord Intelligence more readily defers to others’ judgments, thinking them wise.
# An Actor with negative values of Accord Intelligence thinks everybody else is stupid and
# rejects their suggestions.
#
# Accord Attractive – this variable also has no ready translation into English. Behaviorally, an
# Actor with high values Accord Attractive sees everybody else as beautiful. This variable
# makes more sense in terms of self-image, in which case you might call its negative value
# vanity. Accord Attractive might also translate into something like lust.
#
# Relationship Variables 100 to -100
#
# Per Integrity – This variable is very close to what is known as trust. An actor who has high
# Per Integrity for another acts on the belief that the second Actor will honor his promises,
# keep secrets and not tell lies.
#
# Per Virtue – This variable represents the Virtue of one Actor as perceived by another, Per
# Virtue towards another substitutes for Virtue in oneself. In other words, one person’s Per Virtue
# for another operates in exactly the same way he would behave if he had similar amounts of
# Virtue. Indeed, it might be best to add Virtue and Per Virtue together in calculations.
#
# Per Power – This variable indicates the relationship engendered by Power; it’s close
# to fear. High values of Per Power induce an Actor to defer to the judgment and carry out
# the wishes of the powerful one. An actor with little Per Power toward another is less inclined
# to carry out the second Actor’s wishes. However, true fear is more precisely a combination
# of Per Power and Per Virtue. In other words, an Actor doesn’t fear another unless he perceives
# the second Actor to be powerful and amoral.
#
# Per Intelligence – This variable represents one Actor’s perception of another’s Intelligence;
# it’s close to the concept of respect. Although respect can also represent high perceived Virtue
# or even high perceived power. An Actor with high Per Intelligence for another defers to the
# other’s judgment more readily. An Actor with low Per Intelligence for another doesn’t give
# much weight to the other’s recommendations and wishes.
#
# Per Attractive – This variable indicates the degree to which an Actor perceives another as
# attractive. This value might be heightened by Per Virtue, and vice versa.
The Script:
The Script
The Syntax:
Code:
$pe.update
This This should be used to update script so that the emotion variables fall into balance over time¦
Code:
$pe.level_up(actor_id)
This should be used to level up the actor passed to it¦
- Note: this actor_id refers to the id of the actor in the database¦.
Code:
$pe.npc[$pe.get_key(event_id, map_id)].alignment
This should be used to add, subtract, or return the given variable for the NPC
- event_id is the event id
- map_id is the map on which that event is... if left blank will default to the current map¦
Code:
$pe.npc[$pe.get_key(event_id, map_id)].per_integrity[$pe.get_pre_key(type, type_id, map_id)]
This should be used to add, subtract, or return the given variable for the NPC
- type is the if the reference is an “Event� or “Actor�
- type_id is that event or actors id
- map_id is the id of that map of the event in question if left blank default to the current map…
Code:
$pe.actors[actor_id].alignment
his should be used to add, subtract, or return the given variable for the Actor
- actor_id refers to the id of the actor in the database¦.
Code:
$pe.actors[actor_id].per_integrity[$pe.get_pre_key(type, type_id, map_id)]
This should be used to add, subtract, or return the given variable for the Actor
- actor_id refers to the id of the actor in the database….
- type is the if the reference is an “Event� or “Actor�
- type_id is that event or actors id
- map_id is the id of that map of the event in question if left blank default to the current map…
Take Care,
Near