{
  "name": "NPC Interaction",
  "icon": "minecraft:player_head",
  "category": "tiedup:gameplay",
  "sortnum": 8,
  "pages": [
    {
      "type": "patchouli:text",
      "title": "NPC Interaction",
      "text": "$(bold)Owned NPCs have personality, needs, and relationships.$(br2)Use the $(thing)Command Wand$() to view an NPC's status and give orders. Feed them, assign a home, and talk to them. How you interact shapes the relationship over time."
    },
    {
      "type": "patchouli:text",
      "title": "Personality",
      "text": "$(bold)11 personality types affect behavior.$(br2)Each NPC spawns with a personality that determines how they react to training, struggle, and commands.$(br2)$(thing)Examples:$()$(br)$(li) $(#55FF55)Submissive$() — Trains fastest, compliant$(br)$(li) $(#FFAA00)Proud$() — Hard to train, holds grudges$(br)$(li) $(#FF5555)Fierce$() — Fights back hard, resists orders$(br)$(li) $(#AA00AA)Playful$() — Balanced, moderate$(br2)Personality is hidden at first. Observe the NPC to discover it."
    },
    {
      "type": "patchouli:text",
      "title": "Personality Discovery",
      "text": "$(thing)UNKNOWN$() (0-4 observations):$() \"Unknown\"$(br)$(thing)GLIMPSE$() (5-9):$() \"???\" with a hint$(br)$(thing)KNOWN$() (10+):$() Full personality name$(br2)Observations build up through using the Command Wand, interacting, and watching behavior over time."
    },
    {
      "type": "patchouli:text",
      "title": "Needs",
      "text": "$(bold)NPCs have Hunger and Rest.$(br2)$(thing)Hunger:$()$(br)$(li) Decays over time$(br)$(li) Feed with food items (right-click)$(br)$(li) Starving NPCs refuse commands$(br2)$(thing)Rest:$()$(br)$(li) Drains during work$(br)$(li) Assign a $(thing)Pet Bed$() or $(thing)Bed$() as home$(br)$(li) NPCs recover rest by sitting or sleeping$(br)$(li) Exhaustion reduces speed and efficiency$(br2)Well-fed and rested NPCs are in a better mood and obey more reliably."
    },
    {
      "type": "patchouli:text",
      "title": "Relationships",
      "text": "$(bold)4 relationship values per player.$(br2)$(thing)Affinity:$() How much the NPC likes you (-100 to +100)$(br)$(thing)Trust:$() How reliable they see you (0-100)$(br)$(thing)Fear:$() How terrified they are (0-100)$(br)$(thing)Respect:$() How much authority you hold (0-100)$(br2)These combine into a relationship type: Stranger, Captor, Owner, Master, Beloved, or Enemy."
    },
    {
      "type": "patchouli:text",
      "title": "Dialogue",
      "text": "$(bold)NPCs speak based on mood, needs, and personality.$(br2)$(thing)Types:$()$(br)$(li) $(bold)Idle$() — Random comments while wandering$(br)$(li) $(bold)Approach$() — When you walk near them$(br)$(li) $(bold)Needs$() — When hungry or tired$(br)$(li) $(bold)Mood$() — Reflects happiness or misery$(br2)Each personality type has unique dialogue lines. NPCs talk more when their mood is moderate. Very low mood or high fear suppresses conversation."
    },
    {
      "type": "patchouli:text",
      "title": "Commands Overview",
      "text": "$(bold)15 commands unlocked by training level.$(br2)$(thing)Basic$() (WILD+):$() Follow, Stay, Come, Idle, Go Home$(br)$(thing)Poses$() (COMPLIANT+):$() Sit, Kneel$(br)$(thing)Jobs$() (TRAINED+):$() Patrol, Guard, Fetch, Collect, Farm, Cook, Transfer, Shear$(br)$(thing)Advanced$() (DEVOTED):$() Trainer$(br2)Command success depends on conditioning, personality, mood, and relationship. DEVOTED, SUBJUGATED, and BROKEN NPCs always obey."
    }
  ]
}
