BEGIN dialog NOD_*
INTEGER IsOnce = 0 | 1
if "1", this dialog object (NOD) will be executed just
once and after that inaccessible
(including all dialog objects, which are its answer targets)
REFERENCE Condition = CON_*
condition
that has to be TRUE for this dialog object (NOD) to be accessible
FLOAT AttitudeMin = -100.0
FLOAT AttitudeMax = 100.0
attitude conditions for this dialog object to be accessible
REFERENCES TriggeredEvents = EVE_* , EVE_n
list of events
that trigger when this dialog object is executed
INTEGER TriggerCombat = 0 | 1
if "1", the speaker you talk with will attack the player
after this dialog object is executed
INTEGER Priority = 0 - 100
if a character has
more NODes in his list, a NODe with lower priority 'integer' shall execute first
ATOMS Speaker = NPC_* player
NPC_*
ATOMS STR_Text = TXTNOD_*:00 TXTNOD_*:01 TXTNOD_*:02
dialogue strings
have to be broken so each speaker's turn has its own string;
the game displays the text in order according to indices (_00 ,_01, _02)
the TXTNOD_ objects contain the actual text and are defined in the STRINGS
objects
ATOM Answer_STR_0 = NOD_* (or "empty")
REFERENCES AnswerDirections_0 = NOD_*
ATOM Answer_STR_1 = NOD_* (or "empty")
REFERENCES AnswerDirections_1 = NOD_*
this creates answers one-by-one
create a list of answer string
objects and respective (same index _0, _1, _2,..., _n) target dialog objects
that lead out of this dialog object
the answer_STR_ string objects
contain the actual answer text and are defined in the STRINGS objects.
END