Create shopkeepers, quest givers, and townspeople.
NPCs & Dialogue
NPCs are the non-player characters that bring your world to life — quest givers, merchants, trainers, and ambient townspeople.


NPC Properties
| Property | Description |
|---|---|
| Name / Title | Display name and subtitle (e.g., "Kira — Village Blacksmith") |
| Role | Vendor, quest giver, innkeeper, blacksmith, stable master, etc. |
| Faction | Faction affiliation (affects reputation interactions) |
| Zone + Position | Which zone and X/Y coordinates |
| Portrait | Image shown during dialogue |
| Sprite | In-world visual appearance |
| Active | Whether the NPC is currently in the world |
What NPCs Can Do
| Role | Function |
|---|---|
| Quest Giver | Offers and completes quests (linked quest definitions) |
| Merchant | Has a shop with items to sell and buys player items |
| Innkeeper | Provides rest and HP/MP recovery |
| Blacksmith | Repairs equipment, may sell weapons/armor |
| Stable Master | Manages pet and mount storage |
| Trainer | Opens the skill trainer interface |
| Guard / Ambient | Has dialogue but no special function |
Dialogue
NPC dialogue uses the event command system — the same tool used for cutscenes and map events. You build conversations by chaining commands:
1. Show Text — "Welcome to my shop! See anything you like?" 2. Show Choices — "Show me your goods" / "Got any quests?" / "Goodbye" 3. Conditional Branch — check if a quest is active, if the player has an item, etc. 4. Open Shop — opens the merchant's inventory 5. Start Quest — begins a new quest
This gives you complete control over branching dialogue trees with conditions, loops, and variable tracking.
Shops
NPC merchants have a configurable shop inventory:
| Property | Description |
|---|---|
| Item | Which item to sell |
| Base Price | Gold cost |
| Stock | Available quantity (-1 = unlimited) |
| Restock Interval | Seconds between restocks |
| Required Reputation | Faction reputation needed to see the item |
Shops also support a buyback system — items players sell to the NPC can appear for other players to purchase.
> Roles are freeform tags on top of a small set of interaction types (dialogue, quest giver, vendor, trainer, service), so "Innkeeper" or "Blacksmith" is a flavor label on a vendor/service NPC rather than a distinct engine mode.
Death VFX
Like mobs, each NPC can pick a per-NPC Death VFX from the VFX editor, falling back to the editable engine default when unset.
AI Chat (optional, runtime LLM dialogue)
When the npcAiChat feature is enabled and an AI provider/credits are configured, players can talk freely to an NPC and the server answers in character through the normal dialogue channel, with hard per-conversation budget caps. With no key or credits it simply falls back to the authored event-command dialogue — so AI chat is a live enhancement layered on top of your scripted lines, never a replacement. (This is a player-facing runtime feature, distinct from the authoring-time Studio AI; see Providers & AI Credits for the cost model.)