~~~~~~~~~~~~~~~~~~~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.
















    Source: geocities.com/vagospap