FCS: Dialogue Package

### Overview

Dialogue Packages control which groups of a character's dialogue play based on different in-game triggers.

### Data

* **General**
	+ **Name:** The name of the Dialogue Package used in the editor.
	+ **Inherits From:** Additional Dialogue Packages can be added here to share their dialogue with the main package. This is used to easily import groups of lines shared by many different types of characters.
	+ **Events:** The different triggers that cause dialogue to play. Dialogue placed inside of these events will play once the trigger conditions for that event are met.
	+ **Dialogue Window:** Displays the lines for the selected dialogue. Mostly just a simplified view of the regular Dialogue editor.
	+ **Conditions:** A window where the conditions of the selected dialogue line can be changed. Mostly the same thing as the one found in the regular Dialogue editor.

### Dialogue Events

Events are the different triggers that control when dialogue is played.

* **EV\_Player\_Talk\_To\_Me**
	+ If the conditions for this dialogue are met, allows for the player to talk the this character by clicking on them. Can also be triggered by the "DA\_TALK\_TO\_LEADER" effect
	+ ***ME*** is the character that the player is talking with. ***TARGET*** is the player.

* **EV\_Announcment**
	+ Dialogue that is used for announcing arrivals of raids/visits to player bases.

* **EV\_I\_See\_Neutral\_Squad**
	+ Triggers every second while the neutral character is spotted.
	+ ***ME*** is the character that spotted the target. ***TARGET*** is the character that was spotted.
	+ Does not trigger while ***ME*** is in a cage or if the ***TARGET*** is imprisoned or KOed

* **EV\_I\_See\_Ragdoll**
	+ Not used.

* **EV\_\_\_\_\_\_\_**
	+ Has to do with spotting an enemy, cannibals, drifters, dust bandits, and deadcat gate guards use it, but is unknown what specifically triggers it. I'm not sure if this is the case but I think it can be an alternative to **EV\_I\_See\_Neutral\_Squad** and triggers when **ME** is in a cage.
* **EV\_Sound\_The\_Alarm**
* **EV\_I\_\_\_\_\_\_\_\_\_\_**
	+ Probably for when NPC sees a downed enemy, but doesn't trigger.
* **EV\_Thief\_Caught\_Stealing\_From\_Me**
	+ Triggers when an NPC catches the player stealing an item from them.

* **EV\_Shoo\_From\_My\_Building**
	+ Triggers an NPC walks into a private building owned by this character's squad.
	+ Slaves owned by the squad do not trigger this event.
* **EV\_Marked\_For\_Death**
	+ Triggers when player is in a cannibal cage or similar and is next in line to be killed.
* **EV\_Screeming\_Torture**
	+ Triggers when a character is being tortured. (Cannibals, Fogmen, Peeler)
* **EV\_Bar\_Talk**
* **EV\_Unlock\_My\_Cage\_Or\_Shackles**
	+ Triggers when the player removes this character's shackles or unlocks a cage that they are locked inside.
* **EV\_Unlock\_My\_Cage\_Attempt**
	+ Triggers when the player tries and fails to lockpick a cage that this character is inside.
* **EV\_I\_Defeated\_Squad**
	+ Triggers when a squad defeats another squad
	+ ME is the character who made the final blow for the winning faction, ***TARGET*** is the character who was defeated. Typically the target will be KOed.
* **EV\_Launch\_Attack**
* **EV\_Intruder\_Found**
* **EV\_Healing\_Other\_Start**
	+ Triggers when **ME** is healing **TARGET**.
* **EV\_Being\_Healed\_Start**
	+ Triggers when **TARGET** is healing **ME**.
* **EV\_Healing\_Other\_Finished**
	+ Triggers when **ME** finishes healing **TARGET**.
* **EV\_Being\_Healed\_Finished**
	+ Triggers when **TARGET** finishes healing **ME**.
* **EV\_First\_Aid\_Kit\_Empty**
	+ Triggers when one of **ME**'s first aid kits runs out of charges.
* **EV\_Get\_Up\_Peace**
	+ Triggers when **ME** stands up from a KO and their squad is not in combat.
* **EV\_Get\_Up\_Fight**
	+ Triggers when **ME** stands up from a KO and their squad is still in combat.
* **EV\_Get\_Up\_Unnecessary\_Fight**
* **EV\_Harrassment\_Shouts**
	+ Used by the United Heroes when hurling insults at non-human players
* **EV\_I\_See\_Animal\_Squad**
	+ Triggers when **ME** spots a squad of animals, unsure if it triggers when the squad is mostly humans with some animals.
	+ The wordswap /ANIMALTYPE/ states the **TARGET**'s race. Included races are Bonedog, Beak Thing, Leviathan, Raptor, Bug, as well as "beast" which applies to all races, and "hostile beast" which applies to all races if **ME** has the personality tag PT\_SMART.
* **EV\_Speech\_Interrupted\_Attacked\_By\_Target**
* **EV\_Speech\_Interrupted\_Attacked\_By\_Strangers**
* **EV\_Contract\_Job\_Ended**
* **EV\_Betrayal**
	+ Triggers on an NPC when they are attacked by the player while having an active contract with them.
* **EV\_Looting\_Weapon\_Only**
* **EV\_Looting\_Everything**
* **EV\_I\_See\_Uniform\_Imposter**
	+ Triggers when the character notices that someone is wearing their faction uniform as a disguise.
* **EV\_Introducing\_New\_Slave**
* **EV\_Escaping\_Slave\_Spotted**
* **EV\_Recaptured\_A\_Slave**
* **EV\_Shout\_At\_Slave\_Worker**
* **EV\_Slave\_Delivery**
* **EV\_Escaped\_Ex\_Slave\_Spotted**
	+ Triggers when the character spots an ex-slave.
* **EV\_Witness\_Generic\_Assault**
* **EV\_Witness\_Looting\_Ally**
* **EV\_Witness\_Thief\_Or\_Lockpick**
* **EV\_Bounty\_Spotted**
* **EV\_Escaped\_Prisoner\_Spotted**
* **EV\_Prisoner\_Free\_To\_Go**
* **EV\_Almost\_Woke\_Up**
	+ Triggers occasionally when a the player in sneaking next to a sleeping character.
* **EV\_Enter\_Biome**
	+ Not used.
* **EV\_Enter\_Town**
	+ Triggers when entering a town or nest.
* **EV\_Squad\_Broken**
* **EV\_Bought\_Me\_From\_Slavery**
* **EV\_Eating\_Something\_Sounds**
	+ Used by fogmen.
* **EV\_Worshiping\_Something**
	+ Used by fogmen.
* **EV\_Slave\_Escape\_Opportunity\_Savior**
* **EV\_Slave\_Escape\_Opportunity\_Alone**
* **EV\_Assasination\_Failed**
* **EV\_Eating\_My\_Crops**
	+ Plays when the character spots an animal eating their crops.
* **EV\_Kidnapping\_My\_Ally**
* **EV\_Using\_My\_Training\_Equipment**
* **EV\_Give\_Up\_Chase**
* **EV\_Acid\_Feet**
	+ Triggers when a barefoot character walks in an acid biome.
* **EV\_Acid\_Rain**
	+ Triggers when a character without 100% acid resistance runs around in acid rain.
* **EV\_Acid\_Water**
	+ Triggers when a character without 100% acid resistance swims in acid water.
* **EV\_Windy**
	+ Not used?
* **EV\_Poison\_Gas**
	+ Triggers when a character without 100% gas resistance enters a gas cloud.
* **EV\_I\_See\_Enemy\_Player**
	+ Triggers when an NPC sees a player character while at war with the player.
* **EV\_I\_See\_Ally\_Player**
	+ Triggers when an NPC sees a player character while they are allied with the player.
* **EV\_I\_See\_Illegal\_Player\_Building**
	+ Triggers when the character sees a building that is marked as illegal by their faction.
* **EV\_Burining**
* **EV\_Lost\_Leg**
	+ Triggers when a character has their leg chopped off.
* **EV\_Lost\_Arm**
	+ Triggers when a character has their arm chopped off.
* **EV\_I\_See\_Player\_Nice\_Building**
* **EV\_Taken\_Over\_Player\_Town**
* **EV\_Crowd\_Trigger**