text: from header_common import *
  from header_dialogs import *
  from header_operations import *
  from header_parties import *
  from header_item_modifiers import *
  from header_skills import *
  from header_triggers import *
  from module_constants import *
  
  ####################################################################################################################
  # During a dialog, the dialog lines are scanned from top to bottom.
  # If the dialog-line is spoken by the player, all the matching lines are displayed for the player to pick from.
  # If the dialog-line is spoken by another, the first (top-most) matching line is selected.
  #
  # Each dialog line contains the following fields:
  # 1) Dialogue partner: This should match the person player is talking to.
  #    Usually this is a troop id.
  #    Use the constant 'anyone' if you'd like the line to match anybody.
  # 2) Flags:
  #    Appending '|party_tpl' to this field means that the dialog partner is a party template id
  #    Appending '|plyr' to this field means that the actual line is spoken by the player
  #    Appending '|other' means that the dialog partner field must be a tuple, and this line is spoken
  #      by the second troop which you must make sure is present on the scene.
  # 3) Starting dialog-state:
  #    During a dialog there's always an active Dialog-state.
  #    A dialog-line's starting dialog state must be the same as the active dialog state, for the line to be a possible candidate.
  #    If the dialog is started by meeting a party on the map, initially, the active dialog state is "start"
  #    If the dialog is started by speaking to an NPC in a town, initially, the active dialog state is "start"
  #    If the dialog is started by helping a party defeat another party, initially, the active dialog state is "party_relieved"
  #    If the dialog is started by liberating a prisoner, initially, the active dialog state is "prisoner_liberated"
  #    If the dialog is started by defeating a party led by a hero, initially, the active dialog state is "enemy_defeated"
  #    If the dialog is started by a trigger, initially, the active dialog state is "event_triggered"
  # 4) Conditions block (list): This must be a valid operation block. See header_operations.py for reference.
  # 5) Dialog text (string).
  # 6) Ending dialog-state:
  #    If a dialog line is picked, the active dialog-state will become the picked line's ending dialog-state.
  # 7) Consequences block (list): This must be a valid operation block. See header_operations.py for reference.
  # 8) Voice-over (string): sound filename for the voice over. Leave here empty for no voice over.
  ####################################################################################################################
  
  dialogs = [
  ]
  