FCS: Characters

### Overview

Characters are people, animals, and robots that can either be NPCs (Non-Player Characters) or be controlled by the player. Characters can then be spawned and controlled in the world via by placing them into a squad.

### Data

* **Bounty**
	+ **Assigns Bounties:** If true, this character will place bounties on people that they see commiting a crime.
	+ **Bounty Amount:** The bounty amount that this character will spawn with.
	+ **Bounty Amount Fuzz:** A random variation that can be added/subtracted from the base bounty amount for randomized bounties.
	+ **Bounty Chance:** The % chance that this character will spawn with the bounty at all.
* **General**
	+ **Body:** A set body for this character to have which can be created in the in-game character editor and moved to a mod folder. If this is left blank, a randomized appearance will be chosen instead.
	+ **Dumb:** If this is true, then this character cannot talk normally. Prevents them from talking to NPCs or being injectors in the dialogue system.
	+ **Faction Importance:** Multiplier effect for relation changes with this character (i.e. attacking or healing). Set low for peasants and high for leaders.
	+ **Mesh:**
* **Levels**
	+ **Armor Grade:** Sets the quality of the character's armor
	+ **Armor Upgrade Chance:** 0-100% chance that the armor will be one level higher than usual.
	+ **Combat Stats:**
	+ **Ranged Stats:**
	+ **Stats Randomise:**
	+ **Stealth Stats:**
	+ **Strength:**
	+ **Unarmed Stats:**
* **Money**
	+ **Money Item Max:** Maximum amount of physical money that this character can have on them.
	+ **Money Item Min:** Minimum amount of physical money that this character can have on them.
	+ **Money Item Prob:** % chance that this character will have money on them.
	+ **Money Max:** Maximum amount of money this character can have for shopping. Note that shopping money is different from physical money in that it can't be looted of the character.
	+ **Money Min:** Minimum amount of money this character can have for shopping.
	+ **Wages:** Amount of money this character is given a day for shopping.
* **Tags**
	+ **Is Trader:** True if this character is a trader.
	+ **NPC Class:** Type of NPC this is. Mostly used by the AI system.
* **Type**
	+ **Female Chance:** 0-100% chance that this character will be female.
	+ **Named:** If true, this character will be given a randomized name.
	+ **Shaved:** If true, this character will be spawned bald or with their horns cut if they are a shek.
	+ **Slave:** This characters initial slave state.
	+ **Unique:** If true, this character will me marked as a unique NPC. They will only ever be spawned once and can be used by world states to see if they are alive/dead/imprisoned.
	+ **Wears Uniform:** If true, clothing and armor that this NPC spawns with will be considered as part of a faction uniform and can be used as a disguise.

* **Sidebar Addons**
	+ **AI Goals:**
	+ **Animation Files:**
	+ **Announcement Dialogue:**
	+ **Backpack:** Any backpacks this character can spawn with.
	+ **Blueprints:**
	+ **Bounty Factions:** If the character has a bounty, these are the factions that will have the bounty on them.
	+ **Clothing:** Armor and clothing that this character can spawn with equipped. If multiple items that share the same equipment slot are placed here, only one will be chosen randomly based on their chance value. Clothing and armor that this character's race cannot equip are just ignored (i.e. hivers will ignore human shirts and just equip hiver shirts). If the quantity of the item is set to a value of **-1**, then the item can still be chosen, but will not actually spawn onto the character (used to have a chance of that character not having in item of the slot equipped).
	+ **Color:**
	+ **Crossbows:** Any crossbows this character can have equipped. If spawned with a crossbow and no ammo, then they will also be given a single stack of the required ammo to fire the bow.
	+ **Death Items:**
	+ **Death Triggers:**
	+ **Dialogue:**
	+ **Dialogue Package:**
	+ **Dialogue Package Player:**
	+ **Faction:** The faction this character is a member of.
	+ **Imprisonment Tiggers:** Faction assault that is triggered if this character is captured.
	+ **Inventory:** Items that this character will have in their inventory.
	+ **Personality:** The personalities that this character can have, main used as conditions for the dialogue system
	+ **Race:** The races that this character will spawn as, with a normalized chance value for each race.
	+ **Robot Limbs:** Robotic limbs that this character can spawn with to replace their usual arms and legs. Each limb can be given a quality value and a chance of that limb being chosen normalized with other limbs that take up the same slot. If the quality of the limb is set to a value of **-1**, then if that item is chosen it will not spawn and the character will just have their regular limb attached (used to give robotic limbs a % chance of spawning).
	+ **Schedule:**
	+ **Shopping:** Item types (not items) that this character is willing to buy. So if a medical and food item is placed, all items marked as medicine or food will be considered.
	+ **Starting Health:** The starting amount of health that this character will have on their body parts, used to damage the character when they spawn into the world. If a limb is set to a value below (not at) **-100**, then the character will spawn with that limb missing.
	+ **Stats:** A list of stats that this character can be given.
	+ **Unique Replacement Spawn:**
	+ **Vendors:**
	+ **Weapon Level:** The quality of the weapons this character carries.
	+ **Weapons:** Weapons that this character can spawn with. Each weapon can be given a slot, if multiple weapons share the same slot then only one will be chosen. If a weapon that can only be equipped to the back is spawned into the hip slot, it will automatically be moved to the back slot.