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docs: removing quotation around dialogue text #58259

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Jun 8, 2022
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7 changes: 7 additions & 0 deletions doc/NPCs.md
Original file line number Diff line number Diff line change
Expand Up @@ -546,6 +546,13 @@ The player will have one response text if a condition is true, and another if it
### text
Will be shown to the user, no further meaning.

Text boxes; dialogue in general is a convenient space to sprinkle in descriptive text, something that isn't necessarily being said by any interlocutor
but something the player character, npc or speaking entity express, do or generally interact with given a context
there are many ways to present this, ultimately is up to the writer, and their preferred style.

Currently you may add a `&` as the first character in dialogue, this deletes quotation round the output text, denotes the descriptive nature of the displayed
text, use `\"` escaped double quotes to indicate the start of actual dialogue.

### trial
Optional, if not defined, `"NONE"` is used. Otherwise one of `"NONE"`, `"LIE"`, `"PERSUADE"`, `"INTIMIDATE"`, or `"CONDITION"`. If `"NONE"` is used, the `failure` object is not read, otherwise it's mandatory.

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