conversation

story_act1_healer

Fields

FieldValue
attackOnSightNodeIdattack_on_sight
commonText
[
  {
    "id": "intro",
    "internalId": 0,
    "text": [
      "<d>You see a tall, pale skin woman with long blonde hair. She is wearing a green tunic with brown leather pants. She seems surprised by your sudden arrival, but genuinely relieved to see you.</d>",
      "Glad to see you finally on your feet! My name is %NPC%. I'm the local healer, here at %REGION%. You've been unconscious for almost a week... <d>She pauses for a second, and then sighs.</d> Let's just say that a lot has happened since.<br/><br/><d>She slowly puts down the potion she was holding on the nearby table.</d>",
      "Five days ago marked the 20th anniversary of the Coronation of <npc>King Rodrick</npc>. Our King was delivering his traditional speech at the banquet, when suddently, the castle was stormed by an army of dark elves! The castle gate guards blown the Invasion Horn, which signaled to everyone in the castle that an invasion was under way.",
      "In the giant tent, set on the castle grounds, where the banquet was held, the King was surrounded by his family, his advisors and a few important members of his court. <br/><br/>When the horn was blown, his military advisor, <npc>Borric</npc>, got up to make an announcement. He declared that he and most of the Royal Knights were behind the attack!",
      "Incredulous, and probably a bit drunk, <npc>King Rodrick</npc> laughed and said: 'Incredible! <npc>Borric</npc>, this carefully crafted joke is a much needed diversion from the boring traditions we have to maintain. I bow down to your creativity! Hahaha!' <br/><br/>Then, as if part of a show, smoke and fire started to appear... clearly the tent was under fire!",
      "As <npc>King Rodrick</npc> laughed about the situation, people tried to leave the giant tent, turning into an fiery inferno... but they could not, as the exits were sealed! <br/><br/><d>%NPC% pauses for a second; you understand this is a dramatic moment in the story.</d>",
      "The tent exits were sealed by a group of dark elves who infiltrated the castle. They set fire to the tent and stayed there to fight the incoming castle guards... just long enough to make sure everyone inside the tent burned to death! Poor <npc>King Rodrick</npc> and his family... <br/><br/><d>%NPC% sobs and seems deeply affected by the story. It only takes a few seconds before grief turns into anger.</d>",
      "There was only *ONE* survivor... that traitor <npc>Borric</npc>!!! I have no idea what magic he used to escape the fire unharmed. Obviously, he knew well in advance what was going to happen, so he could prepare himself and not die painfully like our King. That viper!",
      "<d>%NPC% regains her thoughts for a bit before going on.</d> Well... that's the story we got from a Royal messenger who got here only two days ago to notify the <npc>Earl</npc>. We're a long way from the capital city, so it takes time before we know what is going on in the Kingdom... and now we have to prepare for a war!",
      "You'll see that you can't enter or leave this town, as our guards are blocking the city gates since the King's murder and the start of the war. <br/><br/>If you want to leave town, you will need to speak with the <npc>Earl</npc>, who lives not too far from here. He will surely ask something of you before letting you leave. <br/><br/> I can no longer go out in the wilderness to pick up my favourite forest mushrooms! <d>%NPC% sighs.</d>",
      "<d>%NPC% drinks a clear liquid, probably water, out of a potion flask.</d> Anyway... now that you seem back on your feet, I'm eager to know more about you... and make sure you've recovered well. As a healer, I can't just let you leave like that! <d>She smiles at you. She then takes on a more serious tone.</d> Now, do you remember your name?"
    ],
    "tip": null
  },
  {
    "id": "intro_positive",
    "internalId": 0,
    "text": [
      "<d>She blushes upon hearing your praise.</d> Thanks! That's my job, saving people's lives. I see that you've recovered quite nicely! Let me tell you how you ended up here."
    ],
    "tip": null
  },
  {
    "id": "intro_neutral",
    "internalId": 0,
    "text": [
      "<d>She seems a bit underwhelmed by your response.</d> *sigh* Don't you remember anything from the attack? Our city guards found goblin corpses all around town, so they are probably behind the attack on your village. Let me tell you what we know so far."
    ],
    "tip": null
  },
  {
    "id": "intro_lie",
    "internalId": 0,
    "text": [
      "<d>You see an expression of doubt on her face.</d> Are you feeling well? You must still be disoriented. <d>She approaches you and examines the bandage on your head. She decides that it would be best to replace it with a clean bandage.</d> <br/><br/>There, this should do the trick. Now, let me tell you how you got here."
    ],
    "tip": null
  },
  {
    "id": "intro_hostile",
    "internalId": 0,
    "text": [
      "<d>She seems upset and disappointed by your comment.</d> How rude! People of this village have saved your life... this is how you repay us? In the middle of a war? I've got some news for you!"
    ],
    "tip": null
  },
  {
    "id": "intro_hostile_end",
    "internalId": 0,
    "text": [
      "The Earl has closed the <em>city gates</em> since the attack on your village, so you won't be able to leave this place. You will have to talk to the Earl if you want the permission to get out.",
      "<d>She frowns at you.</d> Now get out of my sight, and never come back! I could have sold you potions, but with an attitude like yours, I won't sell you anything. <d>She then shows you the door out of her house.</d> Now get out before I call the guards!"
    ],
    "tip": null
  },
  {
    "id": "attack_on_sight",
    "internalId": 0,
    "text": [
      "<d>Her face suddenly changes upon hearing your threat. She gets out a weapon and looks ready to fight.</d> WHAT? I knew I should have listened to the guards and leave you dying in the city jail! GUARDS, HELP!"
    ],
    "tip": null
  },
  {
    "id": "what_happened",
    "internalId": 0,
    "text": [
      "A week ago, a group of guards from our city were patrolling the roads around town, looking for monsters to kill. They saw smoke and fire coming out of your village. They ran towards your town to lend some help.",
      "Unfortunately, our guards arrived too late. Many of the houses in your village were in flames... dead bodies scattered everywhere. They said it was a terrible sight, a memory they will never forget. They found evidence of a goblin attack.",
      "After searching the town throughly for survivors, the guards headed for the exit empty-handed. As they reached the city gates, they saw you, badly wounded, crawling on the road outside town and asking for help. The guards swore they didn't saw you when they first got into town. Very strange, don't you think?",
      "<d>She seems to look at you suspiciously.</d> Now, tell me... do you recall or have any memory of what happened to you?"
    ],
    "tip": null
  },
  {
    "id": "intro_b_1",
    "internalId": 0,
    "text": [
      "<d>She thinks for a bit before giving you an answer.</d> I'm sorry you went through this. Goblins have always been a threat in the past, but I've never heard of a village wiped out by a goblin attack. I suspect the goblins aren't the only ones behind the attack on your village."
    ],
    "tip": null
  },
  {
    "id": "intro_b_2",
    "internalId": 0,
    "text": [
      "<d>You try to analyze the look on her face, but you can't figure out if she knows you're lying ot not.</d> This must have been a traumatic experience for you. Maybe it will come back to you after some rest."
    ],
    "tip": null
  },
  {
    "id": "intro_b_3",
    "internalId": 0,
    "text": [
      "<d>She looks angry.</d> How dare you tell me that? Your behaviour makes me even more suspicious than I was. I don't know if you're hiding something, or if you want to play tough, but that won't work with me."
    ],
    "tip": null
  },
  {
    "id": "intro_b_common_1",
    "internalId": 0,
    "text": [
      "<d>She speaks more slowly, weighing each word she is about to say.</d> You need to go see the Earl as soon as possible. Tell him everything you know. If you can help us defend our town, I'm sure our Earl will let you leave town."
    ],
    "tip": "You can use the minimap to locate the Earl's house."
  },
  {
    "id": "intro_b_common_2",
    "internalId": 0,
    "text": [
      "<d>She smiles at you.</d> I see that you look healthy now, so I am discharging you from my care and you can leave this place when you are ready. Know that you can buy potions and a few other things from me if you want."
    ],
    "tip": "You can right-click on an NPC to display a list of actions."
  },
  {
    "id": "intro_b_common_3",
    "internalId": 0,
    "text": [
      "<d>She seems to realize she has forgot to tell you something.</d> One more thing before you leave!"
    ],
    "tip": null
  },
  {
    "id": "dungeon_1",
    "internalId": 0,
    "text": [
      "If you feel like exploring the <em>crypts</em> near the town center, make sure you are well prepared first. Beware of the undead and other monsters waiting for you! I've heard a rumour that a daemon lives in the first level of the crypts. Maybe you can investigate this and come back to tell me if that's true!"
    ],
    "tip": null
  },
  {
    "id": "dungeon_quest",
    "internalId": 0,
    "text": [
      "If you need weapons, armor, potions before you leave for the <em>crypts</em>, visit the <em>town market</em>. While you're there, could you buy me some herbs and bring them back to me? <d>She smiles.</d>"
    ],
    "tip": "NPCs can offer quests, highlighted by an exclamation mark over their sprite. TODO: We might as well have a complete tutorial prompt for this!"
  },
  {
    "id": "quest_accepted",
    "internalId": 0,
    "text": [
      "<d>She smiles.</d> I knew I could count on you. Remember that if you need healing, stamina or mana potions, you can always buy them from me."
    ],
    "tip": null
  },
  {
    "id": "quest_denied",
    "internalId": 0,
    "text": [
      "<d>She sighs.</d> I'm bit disappointed that you won't help me after I saved your life. Please reconsider my offer and come back later."
    ],
    "tip": null
  },
  {
    "id": "need_to_go",
    "internalId": 0,
    "text": [
      "<d>She takes a deep breath.</d> I'm happy you are back on your feet. I have a lot to do today, so if you don't mind, I'll return to my work. Good luck in your travels! <d>She waves at you and returns to her books.</d>"
    ],
    "tip": null
  }
]
groupedNodes
{
  "dungeon_quest": [
    "quest_request",
    "quest_denied"
  ],
  "intro_a": [
    "intro_a_positive",
    "intro_a_lie",
    "intro_a_hostile",
    "intro_a_attack"
  ],
  "intro_b": [
    "intro_b_1",
    "intro_b_2",
    "intro_b_3"
  ],
  "intro_hostile": [
    "intro_hostile_goodbye",
    "intro_hostile_attack"
  ],
  "intro_main": [
    "1_1",
    "1_2",
    "leave_hurry",
    "goodbye",
    "attack"
  ],
  "met": [
    "met_trade",
    "met_quest_turnin",
    "met_goodbye"
  ]
}
nodes
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    "cutsceneId": null,
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    "excludeFlags": [],
    "excludeRegionFlags": [],
    "id": "first_0",
    "internalId": 0,
    "itemRequirements": [],
    "joinsParty": false,
    "nodeLinkGroupId": "intro_a",
    "nodeLinks": [],
    "nodeType": "CompleteQuestTask",
    "npc": [],
    "player": null,
    "questAcceptedNodeId": null,
    "questDeclinedNodeId": null,
    "questId": "main_part_1",
    "questTaskId": "talk_healer",
    "requireFlags": [],
    "requireRegionFlags": [],
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    "setsRegionFlags": [],
    "startsQuestId": null,
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  },
  {
    "affects": [
      {
        "affectType": "Reputation",
        "modifier": 10,
        "statType": "Unknown"
      }
    ],
    "behaviourTypes": [],
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    "excludeRegionFlags": [],
    "id": "intro_a_positive",
    "internalId": 0,
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    "joinsParty": false,
    "nodeLinkGroupId": "intro_b",
    "nodeLinks": [],
    "nodeType": "Dialogue",
    "npc": [],
    "player": "Of course! Well met, my name is %PLAYER%. Thank you so much for saving my life!",
    "questAcceptedNodeId": null,
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  },
  {
    "affects": [],
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      "Lie"
    ],
    "cutsceneId": null,
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    "nodeLinkGroupId": "intro_b",
    "nodeLinks": [],
    "nodeType": "Dialogue",
    "npc": [],
    "player": "Urgh! My head hurts... I think my name is... %RANDOMNPCNAME%.",
    "questAcceptedNodeId": null,
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    "affects": [
      {
        "affectType": "Reputation",
        "modifier": -30,
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    ],
    "behaviourTypes": [
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    "nodeLinks": [],
    "nodeType": "Dialogue",
    "npc": [],
    "player": "This is none if your business! I will leave this city as soon as I'm out of here.",
    "questAcceptedNodeId": null,
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        "affectType": "Reputation",
        "modifier": -100,
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    ],
    "behaviourTypes": [
      "Attack"
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    "cutsceneId": null,
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    "id": "intro_a_attack",
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    "nodeLinkGroupId": null,
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    "nodeType": "Dialogue",
    "npc": [],
    "player": "Get out of my way, or I'll kill you!",
    "questAcceptedNodeId": null,
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    "requireFlags": [],
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    "setsRegionFlags": [],
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  {
    "affects": [
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        "affectType": "Reputation",
        "modifier": -100,
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    ],
    "behaviourTypes": [],
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    "id": "attack",
    "internalId": 0,
    "itemRequirements": [],
    "joinsParty": false,
    "nodeLinkGroupId": null,
    "nodeLinks": [],
    "nodeType": "Goodbye",
    "npc": [],
    "player": "<d>Attack %NPC% without warning.</d>",
    "questAcceptedNodeId": null,
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    "questId": null,
    "questTaskId": null,
    "requireFlags": [],
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    "setsFlags": [
      "HasPissedOff"
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    "setsRegionFlags": [],
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    "visibilityType": "Always"
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  {
    "affects": [],
    "behaviourTypes": [],
    "cutsceneId": null,
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    "id": "intro_hostile_goodbye",
    "internalId": 0,
    "itemRequirements": [],
    "joinsParty": false,
    "nodeLinkGroupId": null,
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    "nodeType": "Goodbye",
    "npc": [],
    "player": "Fine! I'm leaving.",
    "questAcceptedNodeId": null,
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  {
    "affects": [
      {
        "affectType": "Reputation",
        "modifier": -100,
        "statType": "Unknown"
      }
    ],
    "behaviourTypes": [
      "Attack"
    ],
    "cutsceneId": null,
    "endsQuestId": null,
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    "excludeRegionFlags": [],
    "id": "intro_hostile_attack",
    "internalId": 0,
    "itemRequirements": [],
    "joinsParty": false,
    "nodeLinkGroupId": null,
    "nodeLinks": [],
    "nodeType": "Goodbye",
    "npc": [],
    "player": "<d>Start attacking %NPC%.</d>",
    "questAcceptedNodeId": null,
    "questDeclinedNodeId": null,
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    "questTaskId": null,
    "requireFlags": [],
    "requireRegionFlags": [],
    "setsFlags": [
      "HasPissedOff"
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    "setsRegionFlags": [],
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    "visibilityType": "Always"
  },
  {
    "affects": [],
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    "cutsceneId": null,
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    "id": "intro_b_1",
    "internalId": 0,
    "itemRequirements": [],
    "joinsParty": false,
    "nodeLinkGroupId": "dungeon_quest",
    "nodeLinks": [],
    "nodeType": "Dialogue",
    "npc": [],
    "player": "I experienced a flashback before waking up. My village was indeed attacked by goblins. They killed everyone and set our homes on fire. I tried to escape, and I got attacked from behind.",
    "questAcceptedNodeId": null,
    "questDeclinedNodeId": null,
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  {
    "affects": [],
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    "id": "intro_b_2",
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    "itemRequirements": [],
    "joinsParty": false,
    "nodeLinkGroupId": "dungeon_quest",
    "nodeLinks": [],
    "nodeType": "Dialogue",
    "npc": [],
    "player": "[Lie] Sorry, I have no recollection of what happened. Maybe the goblins are behind the attack... I just don't know.",
    "questAcceptedNodeId": null,
    "questDeclinedNodeId": null,
    "questId": null,
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  },
  {
    "affects": [
      {
        "affectType": "Reputation",
        "modifier": -30,
        "statType": "Unknown"
      }
    ],
    "behaviourTypes": [
      "Intimidate"
    ],
    "cutsceneId": null,
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    "excludeRegionFlags": [],
    "id": "intro_b_3",
    "internalId": 0,
    "itemRequirements": [],
    "joinsParty": false,
    "nodeLinkGroupId": "intro_hostile",
    "nodeLinks": [],
    "nodeType": "Dialogue",
    "npc": [],
    "player": "Are you insinuating that I took part of the attack on my own village? Say that again and I will teach you a lesson you'll remember!",
    "questAcceptedNodeId": null,
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    "visibilityType": "Always"
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  {
    "affects": [],
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    "excludeRegionFlags": [],
    "id": "quest_request",
    "internalId": 0,
    "itemRequirements": [],
    "joinsParty": false,
    "nodeLinkGroupId": null,
    "nodeLinks": [],
    "nodeType": "RequestQuest",
    "npc": [],
    "player": "Yes, tell me more about it!",
    "questAcceptedNodeId": "quest_accepted",
    "questDeclinedNodeId": "quest_denied",
    "questId": "city_healer_buy_stuff",
    "questTaskId": null,
    "requireFlags": [],
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    "setsRegionFlags": [],
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  {
    "affects": [],
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    "id": "quest_accepted",
    "internalId": 0,
    "itemRequirements": [],
    "joinsParty": false,
    "nodeLinkGroupId": null,
    "nodeLinks": [],
    "nodeType": "Goodbye",
    "npc": [],
    "player": null,
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    "visibilityType": "Always"
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  {
    "affects": [],
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    "id": "quest_denied",
    "internalId": 0,
    "itemRequirements": [],
    "joinsParty": false,
    "nodeLinkGroupId": null,
    "nodeLinks": [],
    "nodeType": "Goodbye",
    "npc": [],
    "player": "Sorry, but I can't help you right now. Maybe later.",
    "questAcceptedNodeId": null,
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    "questId": null,
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    "requireFlags": [],
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    "visibilityType": "Always"
  },
  {
    "affects": [
      {
        "affectType": "Reputation",
        "modifier": -15,
        "statType": "Unknown"
      }
    ],
    "behaviourTypes": [],
    "cutsceneId": null,
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    "excludeFlags": [],
    "excludeRegionFlags": [],
    "id": "leave_hurry",
    "internalId": 0,
    "itemRequirements": [],
    "joinsParty": false,
    "nodeLinkGroupId": null,
    "nodeLinks": [],
    "nodeType": "Goodbye",
    "npc": [],
    "player": "Thanks for saving my life %NPC%, but I need to leave immediately. I have urgent matters to take care of.",
    "questAcceptedNodeId": null,
    "questDeclinedNodeId": null,
    "questId": null,
    "questTaskId": null,
    "requireFlags": [],
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    "setsFlags": [],
    "setsRegionFlags": [],
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    "visibilityType": "Always"
  },
  {
    "affects": [
      {
        "affectType": "Reputation",
        "modifier": -25,
        "statType": "Unknown"
      }
    ],
    "behaviourTypes": [],
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