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



PROGRAMMING NOTES

the initial dialog object(s) attached to the player are defined in the character (NPC) object
when a dialog object is displayed, all possible answers (answers leading to available, or possible, nodes) are displayed after it