Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Personality Engine
#1
Personality Engine
Near_Fantastica
Mar 10 2005

This is a locked, single-post thread from Creation Asylum. Archived here to prevent its loss.
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
}


Possibly Related Threads…
Thread Author Replies Views Last Post
  Near's Personality Engine with Fable Effect ProneAccident 0 2,043 05-13-2005, 01:00 PM
Last Post: ProneAccident
  Mining Engine and Smithing Engine Near Fantastica 0 1,869 01-20-2004, 01:00 PM
Last Post: Near Fantastica



Users browsing this thread: