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).

Human NPC classes
Human NPCs in Deus Ex belong to one of three classes: 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, thus 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, belong to this class.
 * Military – "Military"-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. Most combat-oriented named characters, such as Anna Navarre, belong to this class.

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 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, this 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 threshold health value at which an NPC will flee. Internally, this attribute is known as MinHealth.
 * 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.

Military NPC sub-classes
The vast majority of hostile NPCs encountered in the game are of the "military" class. The "military" class has much more variety among its sub-classes than the other two human NPC classes. Each sub-class defines a type of generic NPC.

The following NPC types have the standard set of stats listed above, although they may differ in terms of their default inventory. These NPC types are sometimes referred to as common troopers.


 * UNATCO Trooper
 * MJ12 Trooper
 * Soldier
 * Chinese Military Police
 * Cop

The following NPC types have stats of common troopers, along with an additional special attribute:


 * Riot Cop – Immune to most effects of gas
 * Scuba Diver – Has an unlimited oxygen duration when underwater

The following NPC types have stats that are generally weaker than the default set:


 * NSF Terrorist – Stats include 75 HP (instead of 100 HP), and a flee threshold of 40 HP (instead of 20 HP)

The following NPC types have stats that are generally better than the default set:


 * Man in Black
 * Woman in Black
 * MJ12 Commando