Non-player character (DX)

Non-player characters (NPCs) are automated characters in Deus Ex that interact with the player. NPCs include named characters as well as unnamed generic characters and enemy types. The term "NPC" generally refers to human characters. However, in some contexts, an animal or robot may also be regarded as an NPC. Internally, animals, robots, and human NPCs are all part of a category of scripted game objects known as as scripted pawns.

Overview
Human NPCs interact with the player in various ways, such as engaging in dialogue, assigning mission objectives, and selling items. Some NPCs are friendly, while others are neutral or hostile. Many NPCs that are important to the story are invincible, in which case they are immune to all forms of damage. NPCs that are not invincible can be killed or rendered unconscious via non-lethal means.

Human NPCs are often subject to different rules of gameplay as compared to the player character (JC Denton). For example, the damage modifiers that apply to NPCs are different from those that apply to the player character, and certain damage types affect NPCs differently than how they affect the player character. The skills and augmentation systems available to the player are unavailable to NPCs.

Human NPCs generally use the same weapons as those used by the player. NPCs that are dead or unconscious may be looted. The items that can be looted from an NPC are based on the NPC's initial inventory. However, the amount of lootable ammunition is limited to a random number in the range of 1-4 rounds (or just 1 in the case of grenades).

NPC categories
Human NPCs in Deus Ex belong to one of three categories: civilians, thugs, and military.


 * Civilians – Civilians are commonly seen in populated areas. Most civilians will not retaliate against the player and will flee at any sign of combat. Most named characters belong to this class.
 * Thugs – Unlike normal civilians, thugs will attack the player in some circumstances. In terms of combat characteristics, thugs are an intermediate class between civilians and combats. Some named characters, such as Leo Gold and JoJo Fine, belong to this class.
 * Military – NPCs of the "military" class (also referred to as combatant-type NPCs) are typically armed and are the most capable of combat against the player character. The vast majority of hostile NPCs encountered in the game are of this class.
 * Some military NPC types have the standard set of stats listed below, although they may differ in terms of their default inventory. These NPC types are sometimes referred to as "common troopers." These NPC types are: UNATCO Trooper, MJ12 Trooper, Soldier, Chinese Military Police, and Cop.

In the context of internal game data, these general categories are (super) classes named HumanCivilian, HumanThug, and Human Military, respectively. These classes have different default (baseline) stats, as shown below. These stats serve as baseline values only, and are often overridden in sub-classes. Specific instances of a character may have specially assigned stat values that override the defaults of the character's base class or sub-class.

The stats shown in the above table include the following:


 * Health – The amount of damage that a character can take before dying or being rendered unconscious. Human NPCs have six health values corresponding to each of the six body parts, as well as a seventh parameter that tracks the "overall" health of the NPC. With the exception of a few named characters, the value for all seven health parameters are the same. For more information, please see the detailed article on health gameplay mechanics, linked above.
 * If the character is invincible, the health attribute is of no practical consequence.
 * All civilian characters have 100 HP, except for children, who have 50 HP.
 * The "military" class also has a default health value of 100 HP. However, specific sub-classes in the "military" class have health values ranging from 75 to 350 HP (for sub-classes corresponding to generic enemy types), and up to 600 HP (for sub-classes corresponding to specific named characters).
 * Accuracy Modifier – This attribute imposes an accuracy penalty on the NPC when using a weapon.
 * In the single player campaign, the default value is very often overridden by custom values assigned to particular character instances.
 * For characters of the "military" class, accuracy modifiers typically fall within the range of -5% to -45%. There is a great deal of variety even among character instances of the same sub-class.
 * Maximum Range – This attribute limits the maximum range of weapons when used by an NPC, even if the weapon has a higher maximum range.
 * Search Duration – When the NPC is hostile, the search duration defines the amount of time the NPC will spend looking for an out-of-sight the player.
 * Crouch Rate – The likelihood that an NPC will crouch while engaged in combat.
 * Reacts to Projectiles – Whether an NPC will react to a projectile, such as a crossbow bolt.
 * Flee Threshold – The NPC will flee when his or her health drops to this level. Internally, this attribute is known as MinHealth.
 * Other Fear Triggers – Civilians, by default, will also flee when they detect combat or signs of combat (such as a carcass or an alarm).
 * Specific civilian characters that are intended to fight the player character, such as Howard Strong, do not have these fear triggers.

Many NPC types of the military class have graphical models depicting combat gear, such as helmets and body armor. However, features of graphical models are not necessarily reflected by actual stats. For example, although the MJ12 Trooper is depicted as wearing a helmet, the trooper has no special damage resistances and is subject to the same damage modifiers as other humans. Therefore, the trooper is no more durable than an unarmored civilian with 100 HP.

List of NPC classes
All NPC classes in the game are listed below. Each class is a subclass of one of the three superclasses (HumanMilitary, HumanThug, and HumanCivilian), and inherits the default properties of its respective superclass, unless the property is specifically redefined.

Important named characters generally have corresponding unique character classes as listed below. However, many other named characters are depicted using a generic NPC class.

Legend


 * Class – The internal class name of the NPC type or named character. The internal class name is also the identifier used to summon an NPC via console commands.
 * Name – The default name (specifically, the FamiliarName) defined for the class. If the class is typically used with a name that is different from the default one, the common name is listed in parentheses.
 * HP – The default health defined for the class.
 * Speed – The ground speed attribute (GroundSpeed), which defines how quickly the character moves.
 * Invincible
 * "Default" invincibility – A filled circle (●) indicates that invincibility is a default property of the character class. Instances of character classes that are invincible by default may still be set to be non-invincible (and thus killable) during specific part of the game. Similarly, instances of character classes that are not invincible by default may be set to be invincible.
 * "Actual" invincibility – A check mark (✔) indicates that the character is invincible throughout the entire game. An unfilled circle (○) indicates that the character is invincible only during part of the game.
 * Invincibility is shown only for classes for unique characters. None of the classes for generic NPCs have invincibility as a default property. However, during certain parts of the game, specific instances of these character classes may be set to be invincible.
 * Collision Size – The collision radius and collision height defined for the class. Collision radius is 20 for most characters. Collision height is 47.5 for most male characters and 43 for most female characters.