~~~~~~~~~~~~~~~~~~~BY WOFFEN~~~~~~~~~~~~~~~~~ [Info] Name=SortID=112 Owner= Who "owns" this Dialogue InfoGiven= I dont know what this does yet.. But seems to be false in all info files. Parent=<.Info filename> Some kind of connection to another .Info file, I am not sure how this works yet. Quest= This may mean that this info file is connected to that quest somehow. Perhaps when all dialogue in this file is finished, the quest finishes? ConditionType=<1-20> I have no idea what the different condition types do as of yet. may be connected somehow to Conditions below? InfoType=<1-?> No idea what this does as of yet. GoldCost= What this dialogue costs to start. For example some orcs require you to pay them for training. Probably displays (gold amount) after a certain dialogue choice. CondOwnerNearEntity= Folder= The general area of this npc for example Myrtana/Silden_City/ CondPlayerKnows= Such a name may be set by a game event parameter(see below). If not, this dialogue wont appear? For example if Fraser_BoarsDead(you have told Fraser that you killed the boars) and Fraser_KnowsOkara(If you have spoken to Fraser about the more people for okara quest) then the quest Fraser_2Okara(fraser goes to okara) can be started. CondItemContainer= CondItems= - CondItemAmounts=
CondSecondaryNPC= CondSecondaryNPCstates= Unsure what secondary npc means or what the numbers in states mean as of yet. TeachSkillIsPerc=false The only cases where I have seen this set to True, TeachSkillIndex is also set to -1 TeachSkillIndex=0 TeachSkillValue=0 ClearChildren=false No clue what these things do as of yet... InfoScript_Commands= InfoScript_Entities1= InfoScript_Entities2= InfoScript_IDs1= InfoScript_IDs2= InfoScript_Texts= Permanent= If this dialogue is repeatable or not? Like the shipbuilder in Silden, who can repeat the Gotha Directions TeachSkill = TeachAttrib = Str, MP, HP etc. TeachAttribValue= InfoScript Commands When I type just an ; it means that it is supposed to be empty. Entities, IDs and Texts must all contain the same number of entries. ;'s separate entries. For example ;; means there are 3 empty entries. If only one command is used, dont put an ; where I put them. Just leave it empty. When I type npc, it means the owner of the info file. If I type npc name then you can possibly use any npc name. But Im not sure if it always works. This is just work in progress. I think 0/1 can be used instead of true/false. 1 is used for when trompok wants to join your party. Command - Say = For regular dialogue Entities1 - npc/player = Who to speak the dialogue Entities2 - ; IDs1 - ; IDs2 - ; Texts - = This is what is spoken by the say command Command - Give = For giving and receiving items in a dialogue Entities1 - npc/player = Who to give item_x Entities2 - npc/player = Who to receive item_x IDs1 - - = What item to be given. Example It_1H_Moonblade_01 or It_Gold IDs1 -
= How many of item_x to be given. Texts - ; Command - GiveXP = Give XP to player Entities1 - ; Entities2 - ; IDs1 - IDs2 - ; Texts - ; Command - SetSlaveryEnabled = For enslaving or releasing slaves under your command Entities1 - = For example silden_escaped_slave03. Entities2 - = Always Player? IDs1 - = true enslaves, false releases. IDs2 - ; Texts - ; Command - SetRoutine = For setting a certain to start a special behaviour script. Entities1 - = For example silden_escaped_slave03 Entities2 - ; IDs1 - = Example Freman. Sets the slave to do normal behaviour(sleeping etc) in rebel camp north of silden. IDs2 - ; Texts - ; Command - SetGameEvent = To start a scripted game event. Its not always easy to know what a game event does. Just looking at the names of the events in the info files doesnt help much. Might be connected to CondPlayerKnows Entities1 - ; Entities2 - ; IDs1 - IDs2 - ; Texts - ; Command - ClearGameEvent = Stops a scripted game event. Entities1 - ; Entities2 - ; IDs1 - IDs1 - ; Texts - ; Command - Runquest = Starts a certain quest. Entities1 - ; Entities2 - ; IDs1 - = Fraser_2Okara means the quest "Fraser must get to okara" (unsure of excact name) IDs2 - ; Texts - ; Command - CloseQuest = Fails a certain quest. Entities1 - ; Entities2 - ; IDs1 - IDs2 - ; Texts - ; Command - End = Not sure.. Entities1 - ; Entities2 - ; IDs1 - ; IDs2 - ; Texts - ; Command - SetTradeEnabled = Enables you to trade with this character Entities1 - npc Entities2 - ; IDs1 - IDs2 - ; Texts - ; Command - Use = Forces player(or npc?) to use an item, for example booze Entities1 - Player Entities2 - ; IDs1 - - = This is the item that will be used. In the case of Booze, player drinks the booze. IDs2 - ; Texts - ; Command - Attack = Makes npc attack someone. Entities1 -
Entities2 - = Trelis_Goblin_Ambush_01 is such a script name. IDs1 - IDs2 - ; Texts - ; Command - SetTeachEnabled = Enables the owner to teach you skills/attributes. Possibly enable other npc to teach you. Entities1 - IDs2 - ; Texts - ; Command - SetSectorStatus = Obviously sets the status of the sector. What this does im not sure. Entities1 - ; Entities2 - ; IDs1 - = I think a sector script can do a number of things. For example remove items or npcs from an area. For example, remove remaining undead from Gotha. Another sector script may then populate Gotha with rebels. Or spawn undead in the cave where the fire mage Rakus is. IDs2 - Texts - ; Command - SetPartyEnabled = Npc joins your party Entities1 - = I think only the owner of the dialogue can join. Entities - ; IDs1 - IDs2 - ; Texts - ; Command - SaySVM Entities1 - Entities2 - ; IDs1 - = Example Teach_Druid_00 or ReRunFight Some names may be more difficult to understand, while others are more easy to figure out like Spl_BlessWeapon. There are actually three entries for each Skill teaching entry. each followed by 00, 01 and 02. Also seems to be used for Arena Fights.. IDs2 - ; Texts - ; Command - SayKeepItUp = ??? Entities1 - Entities2 - ; IDs1 - ; IDs2 - ; Texts - ; I may have missed some commands, and there might also be commands that PB did not use in any info file, but that can be used. In many cases I dont know exactly what a command means or what a parameter under the command affects. But with a joint effort from more than one person, perhaps we can all help figure out if not 100% then at least 90% of everything in the info files. Note: If you want to edit a certain quest or dialogue, search for the name of the npc. There are so many info files that it would take a long time looking through them all. One example of what could be done(if you are an evil cheater) would be to make one npc teach you all spells/skills for free(though it would still cost LP and the learning requirements would still apply). Or give you a ton of xp, cash and give you the nastiest weapons and armour available in the game.