1 npc state memory and interactions
forgejo-actions edited this page 2026-07-11 12:38:13 +00:00

NPC State, Memory, And Interactions

What This System Is

NPC state, memory, and interactions define how an NPC definition, placement override, relationship memory, dialogue state, and service hooks resolve into the interaction options a player sees.

How Authors Use It

Authors edit NPC definitions, placement overrides, state variants, relationship/profile settings, dialogue links, and interaction slots in the scene and NPC workbenches. Use this system when an NPC needs different talk, service, stock, or state behavior based on player progress.

Rules And Invariants

Definition defaults apply before placement overrides. State variant priority must be deterministic. Actor ids used for memory must be stable. Synthesized talk slots and service slots must not collide with authored slots. Stock gates and dialogue gates must route through shared condition semantics.

Validation And Debugging

Validation should report missing NPC definitions, invalid overrides, duplicate interaction ids, broken dialogue targets, missing service hooks, and memory profile issues. Debug traces should name the resolved state variant and why an interaction was available or hidden.

Examples

An NPC can use a default talk option, expose a shop only after a quest step, and remember that the player already chose a branch. After editing, run scene validation and inspect the NPC interaction preview.