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How Stories & Personas Work

A story is a conversation that a villager has with the player, written in Ink. It can give quests, remember what the player said, react to the world, and change how the villager feels about the player.

A Persona is a story that belongs to one person. A Persona is a unique villager who arrives in the player’s village, with their own name and job, and their own reactions to gifts. A Persona knows the player, and talks about what they know about the player.

This section is for pack authors. For the player’s view, see Stories & Personas.

Villager storyPersona
Folderdata/<ns>/story/<id>/data/<ns>/persona/<id>/
JSON filestory.jsonpersona.json
Who tells itEvery villager that attach matches, such as all farmers.Only the Persona’s own villager.
How the villager appearsAn ordinary villager.The Persona arrives when its arrival goals are met, or with a command.
PageVillager StoriesPersonas

Both use the same Ink, the same quests, goals and rewards, and the same conditions and actions.

  1. The player talks to a villager who has a story. The dialogue screen shows a menu entry for it, next to MCA’s own options.
  2. The player picks the entry. The story starts at its greet knot, or at a quest that is waiting to be handed back.
  3. The story plays line by line. The player chooses replies.
  4. When the story enters a quest knot, the quest starts and shows in the Quest Ledger.
  5. When the goals are met, the villager has something to say. The next talk plays the hand-back lines and pays the rewards.

Stories need Townstead’s dialogue screen. When useRpgDialogue is off in the client configuration, stories do not show.

Each player has their own progress in each story. Two players who talk to the same Persona each get their own conversation, quests and relationship.

  1. Arrival. A player stands in a village. When one of the Persona’s arrival goals is met, the Persona walks in from the edge of the village toward the player.
  2. Identity. The first time the world needs them, the Persona rolls a name, a gender and the values in rolls, such as a hometown. These stay the same for the whole world.
  3. The story. The player talks to them. Then the quests, gifts and relationship start.
  4. Downed, not dead. By default, a Persona who would die is downed instead and gets up later.
  5. Leaving. A player can ask a Persona to leave town. A Persona can also move on by themselves, for example when their town falls.
SettingEffect
Switchboard Quests dialTurns villager stories on or off, together with the Quest Ledger.
Switchboard Personas dialOff: no Personas arrive, and Persona stories do not show. On: Personas are downed instead of dying. On, can die: Personas die like anyone else.
[personas] in the server configurationpermadeath and downedRecovery. See Downed.
FolderPageWhat it holds
data/<ns>/story/<id>/Villager StoriesA story’s .ink files and story.json.
data/<ns>/persona/<id>/PersonasA Persona’s .ink files and persona.json.
data/<ns>/goal/Quests, Goals & RewardsGoals that several stories share.
data/<ns>/reward/Quests, Goals & RewardsRewards that several stories share.
data/<ns>/story_item/Story ToolsNamed items for stories, such as a letter or a keepsake.
data/<ns>/downed/DownedWhich other villagers are downed instead of dying.