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			302 lines
		
	
	
	
		
			11 KiB
		
	
	
	
		
			ReStructuredText
		
	
	
	
	
	
| #################
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| Characters Tables
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| #################
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| 
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| These tables deal with records that make up the player and NPCs. Together we'll
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| refer to them as characters.
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| 
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| 
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| Skills
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| ******
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| 
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| Characters in OpenMW can perform various actions and skills define how successful
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| a character is in performing these actions. The skills themselves are hardcoded
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| and cannot be added through the editor but can have some of their parameters
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| adjusted.
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| 
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| Attribute
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|     Each skill is governed by an attribute. The value of the attribute will
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|     contribute or hinder your success in using a skill.
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|     
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| Specialization
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|     A skill can belong to combat, magic, or stealth category. If the player
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|     specializes in the same category, they get a +5 starting bonus to the skill.
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|     
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| Use Value 1, 2, 3, 4
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|     Use Values are the amount of experience points the player will be awarded 
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|     for successful use of this skill. Skills can have one or multiple in-game 
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|     actions associated with them and each action is tied to one of the Use Values. 
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|     For example, Block skill has Use Value 1 = 2,5. This means that on each 
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|     successful blocked attack, the player's block skill will increase by 2,5 
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|     experience points. Athletics have Use Value 1 = 0,02, and Use Value 2 = 0,03. 
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|     For each second of running the player's athletics skill will be raised by 0,02 
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|     experience points, while for each second of swimming by 0,03 points. Note that not 
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|     all of the skills use all of the Use Values and OpenMW-CS currently doesn't tell 
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|     what action a skill's Use Value is associated with.
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|     
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| Description
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|     Flavour text that appears in the character information window.
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| 
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| 
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| Classes
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| *******
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| 
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| All characters in OpenMW need to be of a certain class. This table lists existing
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| classes and allows you to create, delete or modify them.
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| 
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| Name
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|     How this class is called.
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|     
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| Attribute 1 and 2
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|     Characters of this class receive a +10 starting bonus on the two chosen
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|     attributes.
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|     
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| Specialization
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|     Characters can specialize in combat, magic, or stealth. Each skill that
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|     belongs to the chosen specialization receives a +5 starting bonus and is
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|     easier to train.
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|     
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| Major Skill 1 to 5
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|     Training these skills contributes to the player leveling up. Each of these
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|     skills receives a +25 starting bonus and is easier to train.
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|     
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| Minor Skill 1 to 5
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|     Training these skills contributes to the player leveling up. Each of these
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|     skills receives a +10 starting bonus and is easier to train.
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|          
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| Playable
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|     When enabled, the player can choose to play as this class at character creation.
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|     If disabled, only NPCs can be of this class.
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|     
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| Description
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|     Flavour text that appears in the character information window.
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| 
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| 
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| Faction
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| *******
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| 
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| Characters in OpenMW can belong to different factions that represent interest
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| groups within the game's society. The most obvious example of factions are
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| guilds which the player can join, perform quests for and rise through its ranks.
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| Membership in factions can be a good source of interesting situations and quests.
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| If nothing else, membership affects NPC disposition towards the player.
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| 
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| Name
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|     How this faction is called.
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|     
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| Attribute 1 and 2
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|     Two attributes valued by the faction and required to rise through its ranks.
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|     
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| Hidden
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|     When enabled, the player's membership in this faction will not be displayed
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|     in the character window.
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|     
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| Skill 1 to 7
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|     Skills valued by the faction and required to rise through its ranks. Not all
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|     of the skill slots need to be filled.
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|     
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| Reactions
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|     Change of NPC disposition towards the player when joining this faction.
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|     Disposition change depends on which factions the NPCs belong to.
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|     
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| Ranks
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|     Positions in the hierarchy of this faction. Every rank has a requirement in
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|     attributes and skills before the player is promoted. Every rank gives the
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|     player an NPC disposition bonus within the faction.
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| 
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| 
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| Races
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| *****
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| 
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| All characters in OpenMW need to be of a certain race. This table list existing
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| races and allows you to create, delete or modify them. After a race is created,
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| it can be assigned to an NPC in the objects table. Race affects character's
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| starting attributes and skill bonuses, appearance, and voice lines. In addition,
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| a race assigned to the player can affect NPC disposition, quests, dialogues and
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| other things.
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| 
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| Name
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|     How this race is called.
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| 
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| Description
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|     Flavour text that appears in the character information window.
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| 
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| Playable
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|     When enabled, the player can choose to play as this race. If disabled, only
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|     the NPCs can belong to it.
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| 
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| Beast Race
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|     When enabled, characters of this race will use alternative animations to
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|     depict humanoids of different proportions and movement styles. This is done
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|     by using a different animation file compared to the main one and thus a new
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|     set of animations needs to be created for this to work properly.
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|     In addition, beast races can't wear closed helmets or boots  
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| 
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| Male Weight
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|     Scaling factor of the default body type. Values above 1.0 will make members
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|     of this race wider. Values below 1.0 will make them thinner. Applies to males. 
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| 
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| Male Height
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|     Scaling factor of the default body type. Values above 1.0 will make members
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|     of this race taller. Values below 1.0 will make them shorter. Applies to males.
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| 
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| Female Weight
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|     Scaling factor of the default body type. Values above 1.0 will make members
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|     of this race wider. Values below 1.0 will make them thinner. Applies to females. 
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| 
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| Female Height
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|     Scaling factor of the default body type. Values above 1.0 will make members
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|     of this race taller. Values below 1.0 will make them shorter. Applies to females.
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| 
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| 
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| Birthsigns
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| **********
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| 
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| Birthsigns permanently modify player's attributes, skills, or other abilities.
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| The player can have a single birthsign which is usually picked during character creation.
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| Modifications to the player are done through one or more spells added
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| to a birthsign. Spells with constant effects modify skills and attributes.
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| Spells that are cast are given to the player in the form of powers.
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| 
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| Name
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|     Name of the birthsign that will be displayed in the interface.
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|     
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| Texture
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|     An image that will be displayed in the birthsigns selection window.
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|     
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| Description
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|     Flavour text about the birthsign.
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|     
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| Powers
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|     A list of spells that are given to the player. When spells are added by a
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|     birthsign, they cannot be removed from the spell list in-game by the player.
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| 
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|     
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| Body Parts
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| **********
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| 
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| Characters are made from separate parts. Together they form the whole body.
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| Allows customization of the character appearance. Includes heads, arms, legs,
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| torso, hand, armor, pauldrons, chestpiece, helmets, wearables, etc.
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| 
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| 
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| Topics
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| ******
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| 
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| Topics are, in a broader meaning, dialogue triggers. They can take the form of
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| clickable keywords in the dialogue, combat events, persuasion events, and other.
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| What response they produce and under what conditions is then defined by topic infos.
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| A single topic can be used by unlimited number of topic infos. There are four
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| different types of topics.
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| 
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| Greeting 0 to 9
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|     Initial text that appears in the dialogue window when talking to an NPC. Hardcoded.
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|     
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| Persuasion
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|     Persuasion entries produce a dialogue response when using persuasion actions on NPCs. Hardcoded.
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| 
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|     * Admire, Bribe, Intimidate Taunt Fail - Text in the dialogue window that the NPC says when the player fails a persuasion action.
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|     * Admire, Bribe, Intimidate Taunt Succeed - Text in the dialogue window that the NPC says when the player succeeds a persuasion action.
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|     * Info Refusal - Text in the dialogue window that the NPC says when the player wishes to talk about a certain topic and the conditions are not met. For example, NPC disposition is too low, the player is not a faction member, etc.
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|     * Service Refusal - Text in the dialogue window that the NPC says when the player wishes a service from the NPC but the conditions are not met.
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|     
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| Topic
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|     A keyword in the dialogue window that leads to further dialogue text, 
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|     similar to wiki links. These are the foundation to create dialogues from. 
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|     Entries can be freely added, edited, or removed.
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|     
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| Voice
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|     Voice entries are specific in-game events used to play a sound. Hardcoded.
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|     
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|     * Alarm - NPC enters combat state
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|     * Attack - NPC performs an attack
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|     * Flee - NPC loses their motivation to fight
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|     * Hello - NPC addressing the player when near enough
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|     * Hit - When NPCs are hit and injured.
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|     * Idle - Random things NPCs say.
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|     * Intruder
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|     * Thief - When an NPC detects the player steal something.
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|     
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| 
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| Topic Infos
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| ***********
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| 
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| Topic infos take topics as their triggers and define responses. Through their
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| many parameters they can be assigned to one or more NPCs. Important to note is
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| that each topic info can take a combination of parameters to accurately define
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| which NPCs will produce a particular response. These parameters are as follow.
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| 
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| Actor
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|     A specific NPC.
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|     
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| Race
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|     All members of a race.
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|     
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| Class
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|     NPCs of a chosen class.
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|     
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| Faction
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|     NPCs belonging to a faction.
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|     
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| Cell
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|     NPCs located in a particular cell.
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|     
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| Disposition
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|     NPC disposition towards the player. This is the 0-100 bar visible in the
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|     conversation window and tells how much an NPC likes the player.
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|     
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| Rank
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|     NPC rank within a faction.
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|     
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| Gender
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|     NPC gender.
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|     
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| PC Faction
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|     Player's faction.
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|     
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| PC Rank
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|     Player's rank within a faction.
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| 
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| Topic infos when triggered provide a response when the correct conditions are met.
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| 
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| Sound File
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|     Sound file to play when the topic info is triggered
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|     
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| Response
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|     Dialogue text that appears in a dialogue window when clicking on a keyword.
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|     Dialogue text that appears near the bottom of the screen when a voice topic
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|     is triggered.
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| 
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| Script
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|     Script to define further effects or branching dialogue choices when this
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|     topic info is triggered.
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|     
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| Info Conditions.
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|     Conditions required for this topic info to be active.
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| 
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| 
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| Journals
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| ********
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| 
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| Journals are records that define questlines. Entries can be added or removed.
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| When adding a new entry, you give it a unique ID which cannot be edited afterwards.
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| Also to remember is that journal IDs are not the actual keywords appearing in
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| the in-game journal.
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| 
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| 
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| Journal Infos
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| *************
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| 
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| Journal infos are stages of a particular quest. Entries appear in the player's
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| journal once they are called by a script. The script can be a standalone record
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| or a part of a topic info. The current command is ``Journal, "Journal ID", "Quest Index"``
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| 
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| Quest Status
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|     Finished, Name, None, Restart. No need to use them.
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|     
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| Quest Index
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|     A quest can write multiple entries into the player's journal and each of
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|     these entries is identified by its index. 
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|     
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| Quest Description
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|     Text that appears in the journal for this particular stage of the quest.
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