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	<id>https://docs.larian.game/index.php?action=history&amp;feed=atom&amp;title=Generic_behaviour</id>
	<title>Generic behaviour - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://docs.larian.game/index.php?action=history&amp;feed=atom&amp;title=Generic_behaviour"/>
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	<updated>2026-05-13T06:06:17Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://docs.larian.game/index.php?title=Generic_behaviour&amp;diff=5579&amp;oldid=prev</id>
		<title>Tinkerer: /* Defining Generic Behaviours */ Crimes/generic behaviours can in fact be edited using the stats editor right now.</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Generic_behaviour&amp;diff=5579&amp;oldid=prev"/>
		<updated>2018-02-07T10:10:21Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Defining Generic Behaviours: &lt;/span&gt; Crimes/generic behaviours can in fact be edited using the stats editor right now.&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 10:10, 7 February 2018&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l70&quot;&gt;Line 70:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 70:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Defining Generic Behaviours =&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Defining Generic Behaviours =&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A generic behaviour tells the game which NPCs should react to what and how. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There is no way &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;editor yet to edit crime behaviours. You have to directly edit a text file at ''Public/YourMod/&lt;/del&gt;Stats&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;/Generated/Data/Crimes.txt''&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;A generic behaviour tells the game which NPCs should react to what and how. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;You can edit these generic behaviours &lt;/ins&gt;in the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;Crimes&quot; section of the [[Stats_Editor|&lt;/ins&gt;Stats &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Editor]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Generic Behaviour Definition ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Generic Behaviour Definition ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l103&quot;&gt;Line 103:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 103:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/pre&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/pre&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The &quot;data&quot; entries give common information about the crime itself:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The &quot;data&quot; entries give common information about the crime itself&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, and correspond to the first columns in the stats editor&lt;/ins&gt;:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; CrimeType : This is the ID of the generic behaviour. This is a unique ID that will be used to register the crime from Osiris with code.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; CrimeType : This is the ID of the generic behaviour. This is a unique ID that will be used to register the crime from Osiris with code.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; TensionWeight : This determines how this crime impacts the tension in a certain area. Higher values mean tension will rise faster and will result in stronger reactions from NPCs.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; TensionWeight : This determines how this crime impacts the tension in a certain area. Higher values mean tension will rise faster and will result in stronger reactions from NPCs.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l119&quot;&gt;Line 119:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 119:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; SoundEvent: the sound played when such a crime is detected.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; SoundEvent: the sound played when such a crime is detected.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Each &quot;object&quot; entry specifies a tag and how NPCs with this tag react when they detect this kind of crime. In order, the following fields are defined:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Each &quot;object&quot; entry specifies a tag and how NPCs with this tag react when they detect this kind of crime&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. They corresponds to the last columns in the stats editor&lt;/ins&gt;. In order, the following fields are defined:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; ReactionCategory_Tag : This specifies a tag that characters must have to react to the crime / action.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; ReactionCategory_Tag : This specifies a tag that characters must have to react to the crime / action.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; Tension : Can take one of three values: low, high, any. Determines for which tension level(s) this reaction will be executed.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; Tension : Can take one of three values: low, high, any. Determines for which tension level(s) this reaction will be executed.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l131&quot;&gt;Line 131:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 131:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; SecondarySensibleAction : A reaction that the NPC performs when they have been selected as investigator for this crime, but were not chosen as lead.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; SecondarySensibleAction : A reaction that the NPC performs when they have been selected as investigator for this crime, but were not chosen as lead.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; NoticedAD : The dialog associated with the secondary sensible action (always an AD).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; NoticedAD : The dialog associated with the secondary sensible action (always an AD).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[[Category:Stats]]&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Setting up your characters for generic behaviours =&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Setting up your characters for generic behaviours =&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tinkerer</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Generic_behaviour&amp;diff=4551&amp;oldid=prev</id>
		<title>Tinkerer: There is no &quot;give warning&quot; reaction anymore, only sensible actions for low and high tension</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Generic_behaviour&amp;diff=4551&amp;oldid=prev"/>
		<updated>2017-12-07T13:42:36Z</updated>

		<summary type="html">&lt;p&gt;There is no &amp;quot;give warning&amp;quot; reaction anymore, only sensible actions for low and high tension&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:42, 7 December 2017&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l29&quot;&gt;Line 29:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 29:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;!  Tension Level || Saw Crime || Saw Crime Scene || Heard Crime  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;!  Tension Level || Saw Crime || Saw Crime Scene || Heard Crime  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| style=&quot;color: black; background-color: lightgreen;&quot; | Low || style=&quot;color: black; background-color: lightgreen;&quot; | &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Give Warning &lt;/del&gt;|| style=&quot;color: black; background-color: lightgreen;&quot; | Go investigate || style=&quot;color: black; background-color: lightgreen;&quot; | Go investigate&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| style=&quot;color: black; background-color: lightgreen;&quot; | Low || style=&quot;color: black; background-color: lightgreen;&quot; | &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Low Tension Sensible Action &lt;/ins&gt;|| style=&quot;color: black; background-color: lightgreen;&quot; | Go investigate || style=&quot;color: black; background-color: lightgreen;&quot; | Go investigate&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| style=&quot;color: black; background-color: yellow;&quot; | High || style=&quot;color: black; background-color: yellow;&quot; | Sensible Action || style=&quot;color: black; background-color: yellow;&quot; | Go investigate. Enter alarm mode if tension is high enough. || style=&quot;color: black; background-color: yellow;&quot; | Go investigate. Enter alarm mode if tension is high enough.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| style=&quot;color: black; background-color: yellow;&quot; | High || style=&quot;color: black; background-color: yellow;&quot; | &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;High Tension &lt;/ins&gt;Sensible Action || style=&quot;color: black; background-color: yellow;&quot; | Go investigate. Enter alarm mode if tension is high enough. || style=&quot;color: black; background-color: yellow;&quot; | Go investigate. Enter alarm mode if tension is high enough.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| style=&quot;color: black; background-color: salmon;&quot; | Alarm || style=&quot;color: black; background-color: salmon;&quot; | Sensible action || style=&quot;color: black; background-color: salmon;&quot; | Ignore unless no one else is investigating it then switch. || style=&quot;color: black; background-color: salmon;&quot; | Ignore unless no one is investigating it then switch.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| style=&quot;color: black; background-color: salmon;&quot; | Alarm || style=&quot;color: black; background-color: salmon;&quot; | &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;High Tension &lt;/ins&gt;Sensible action || style=&quot;color: black; background-color: salmon;&quot; | Ignore unless no one else is investigating it then switch. || style=&quot;color: black; background-color: salmon;&quot; | Ignore unless no one is investigating it then switch.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tinkerer</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Generic_behaviour&amp;diff=4550&amp;oldid=prev</id>
		<title>Tinkerer: /* Setting up your characters for generic behaviours */</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Generic_behaviour&amp;diff=4550&amp;oldid=prev"/>
		<updated>2017-12-07T13:41:09Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Setting up your characters for generic behaviours&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 13:41, 7 December 2017&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l137&quot;&gt;Line 137:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 137:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#* for example if there is a Magister with no MAGISTER Tag then he will not react like a Magister&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#* for example if there is a Magister with no MAGISTER Tag then he will not react like a Magister&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# A Script with a sensible reaction that will be called from ([[#Generic Behaviour Definition|ReactionCategory_PrimaryReaction]])&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# A Script with a sensible reaction that will be called from ([[#Generic Behaviour Definition|ReactionCategory_PrimaryReaction]])&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#* The general script with reactions is '''CRIME_HumanReactions''' for non-animals and ''CRIME_AnimalReactions''' for animals, but this can also be a custom script with a custom behaviour.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;#* The general script with reactions is '''CRIME_HumanReactions''' for non-animals and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'&lt;/ins&gt;''CRIME_AnimalReactions''' for animals, but this can also be a custom script with a custom behaviour.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Setting up your level for generic behaviors =&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Setting up your level for generic behaviors =&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tinkerer</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Generic_behaviour&amp;diff=4076&amp;oldid=prev</id>
		<title>Tinkerer: /* Generic Behaviour Definition */</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Generic_behaviour&amp;diff=4076&amp;oldid=prev"/>
		<updated>2017-10-23T16:00:43Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Generic Behaviour Definition&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 16:00, 23 October 2017&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l129&quot;&gt;Line 129:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 129:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; Dialog : The dialog used by the '''PrimarySensibleAction''' reaction (can be an [[Dialog_editor#Automated|interactive or automated dialog]], depending on how the reaction starts/uses it).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; Dialog : The dialog used by the '''PrimarySensibleAction''' reaction (can be an [[Dialog_editor#Automated|interactive or automated dialog]], depending on how the reaction starts/uses it).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; PrimarySensibleAction : The main reaction (= [[#Definitions|warning]]), performed if this NPC is lead investigator for the crime (unless they're the victim and '''VictimReaction''' has been specified).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; PrimarySensibleAction : The main reaction (= [[#Definitions|warning]]), performed if this NPC is lead investigator for the crime (unless they're the victim and '''VictimReaction''' has been specified).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; SecondarySensibleAction : &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;An extra &lt;/del&gt;reaction&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, performed if this &lt;/del&gt;NPC &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is an &lt;/del&gt;investigator for this crime but not chosen as lead.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; SecondarySensibleAction : &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A &lt;/ins&gt;reaction &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that the &lt;/ins&gt;NPC &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;performs when they have been selected as &lt;/ins&gt;investigator for this crime&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;were &lt;/ins&gt;not chosen as lead.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; NoticedAD : The dialog associated with the secondary sensible action (always an AD).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; NoticedAD : The dialog associated with the secondary sensible action (always an AD).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tinkerer</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Generic_behaviour&amp;diff=4075&amp;oldid=prev</id>
		<title>Tinkerer: /* Generic Behaviour Definition */</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Generic_behaviour&amp;diff=4075&amp;oldid=prev"/>
		<updated>2017-10-23T15:59:17Z</updated>

		<summary type="html">&lt;p&gt;&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Generic Behaviour Definition&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 15:59, 23 October 2017&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l128&quot;&gt;Line 128:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 128:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; VictimDialog: An override for '''Dialog''' used by '''VictimReaction'''. If not specified, it will fall back to '''Dialog''' (can be an [[Dialog_editor#Automated|interactive or automated dialog]], depending on how the reaction starts/uses it).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; VictimDialog: An override for '''Dialog''' used by '''VictimReaction'''. If not specified, it will fall back to '''Dialog''' (can be an [[Dialog_editor#Automated|interactive or automated dialog]], depending on how the reaction starts/uses it).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; Dialog : The dialog used by the '''PrimarySensibleAction''' reaction (can be an [[Dialog_editor#Automated|interactive or automated dialog]], depending on how the reaction starts/uses it).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; Dialog : The dialog used by the '''PrimarySensibleAction''' reaction (can be an [[Dialog_editor#Automated|interactive or automated dialog]], depending on how the reaction starts/uses it).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; PrimarySensibleAction &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;; &lt;/del&gt;The main reaction (= [[#Definitions|warning]]), performed if this NPC is lead investigator for the crime (unless they're the victim and '''VictimReaction''' has been specified).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; PrimarySensibleAction &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: &lt;/ins&gt;The main reaction (= [[#Definitions|warning]]), performed if this NPC is lead investigator for the crime (unless they're the victim and '''VictimReaction''' has been specified).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; SecondarySensibleAction &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;; &lt;/del&gt;An extra reaction, performed if this NPC is an investigator for this crime but not chosen as lead.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; SecondarySensibleAction &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: &lt;/ins&gt;An extra reaction, performed if this NPC is an investigator for this crime but not chosen as lead.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; NoticedAD &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;; &lt;/del&gt;The dialog associated with the secondary sensible action (always an AD).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;; NoticedAD &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: &lt;/ins&gt;The dialog associated with the secondary sensible action (always an AD).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Setting up your characters for generic behaviours =&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;= Setting up your characters for generic behaviours =&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tinkerer</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Generic_behaviour&amp;diff=4060&amp;oldid=prev</id>
		<title>Tinkerer: Clean-ups and clarifications</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Generic_behaviour&amp;diff=4060&amp;oldid=prev"/>
		<updated>2017-10-23T06:31:13Z</updated>

		<summary type="html">&lt;p&gt;Clean-ups and clarifications&lt;/p&gt;
&lt;a href=&quot;https://docs.larian.game/index.php?title=Generic_behaviour&amp;amp;diff=4060&amp;amp;oldid=4058&quot;&gt;Show changes&lt;/a&gt;</summary>
		<author><name>Tinkerer</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Generic_behaviour&amp;diff=4058&amp;oldid=prev</id>
		<title>Tinkerer: Excel -&gt; text files</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Generic_behaviour&amp;diff=4058&amp;oldid=prev"/>
		<updated>2017-10-23T06:04:53Z</updated>

		<summary type="html">&lt;p&gt;Excel -&amp;gt; text files&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 06:04, 23 October 2017&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l3&quot;&gt;Line 3:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 3:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  Old proverb: &amp;quot;Assume you are wrong before assuming the generics system is.&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;  Old proverb: &amp;quot;Assume you are wrong before assuming the generics system is.&amp;quot;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The generic behaviours system in DOS2 allows NPCs to react to certain player actions. Where the generic behaviors in DOS1 were written completely in Osiris without any framework, in DOS2 the behaviors are data-driven: The framework is in code, the definitions are in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Excel&lt;/del&gt;, the behaviours are in Script and the exceptions are in Story. The goal for this new system was to make it mod friendly and flexible enough so that people could easily change or add behaviours, as well as making sure that players have enough feedback in the game to know how NPCs will react to them.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The generic behaviours system in DOS2 allows NPCs to react to certain player actions. Where the generic behaviors in DOS1 were written completely in Osiris without any framework, in DOS2 the behaviors are data-driven: The framework is in code, the definitions are in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;text files&lt;/ins&gt;, the behaviours are in Script and the exceptions are in Story. The goal for this new system was to make it mod friendly and flexible enough so that people could easily change or add behaviours, as well as making sure that players have enough feedback in the game to know how NPCs will react to them.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In short: Players commit Crimes. NPCs see crimes or crime scenes and respond with warnings or actions.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;In short: Players commit Crimes. NPCs see crimes or crime scenes and respond with warnings or actions.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Tinkerer</name></author>
	</entry>
	<entry>
		<id>https://docs.larian.game/index.php?title=Generic_behaviour&amp;diff=4057&amp;oldid=prev</id>
		<title>Tinkerer: Low-level overview of the generics/crime system</title>
		<link rel="alternate" type="text/html" href="https://docs.larian.game/index.php?title=Generic_behaviour&amp;diff=4057&amp;oldid=prev"/>
		<updated>2017-10-22T18:13:29Z</updated>

		<summary type="html">&lt;p&gt;Low-level overview of the generics/crime system&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;= Introduction =&lt;br /&gt;
&lt;br /&gt;
 Old proverb: &amp;quot;Assume you are wrong before assuming the generics system is.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The generic behaviours system in DOS2 allows NPCs to react to certain player actions. Where the generic behaviors in DOS1 were written completely in Osiris without any framework, in DOS2 the behaviors are data-driven: The framework is in code, the definitions are in Excel, the behaviours are in Script and the exceptions are in Story. The goal for this new system was to make it mod friendly and flexible enough so that people could easily change or add behaviours, as well as making sure that players have enough feedback in the game to know how NPCs will react to them.&lt;br /&gt;
&lt;br /&gt;
In short: Players commit Crimes. NPCs see crimes or crime scenes and respond with warnings or actions.&lt;br /&gt;
&lt;br /&gt;
= Definitions =&lt;br /&gt;
;Crime  : An action that is performed by the player that will invoke a NPC reaction&lt;br /&gt;
;Tension  : A numeric value that is applied to an area to modify reactions and triggers alarm. It represents how likely the NPCs are to let you get away with a crime.&lt;br /&gt;
;Crime Scene  : Evidence left behind from a crime. When a NPC sees it, he goes into investigation mode, looking for players to interrogate &lt;br /&gt;
;Investigate  : A behavior script part of CRIME_HUMAN_REACTIONS that will cause the NPC to look around and interrogate visible players&lt;br /&gt;
;Interrogate  : An interactive dialog that will start between a NPC and the suspected player that will determine his innocence for the investigated crime&lt;br /&gt;
;Victim  : The person that the crime affected directly. This field is set during the Crime Register in code and Osiris&lt;br /&gt;
;Lead Investigator  : The primary NPC that should react to the witnessed crime / action&lt;br /&gt;
;Primary Sensible Action  : The lead investigator's reaction&lt;br /&gt;
;Secondary Sensible Action  : The reaction of witnesses other than the lead&lt;br /&gt;
;Sensible Action  : A reference to primary or secondary sensible action.&lt;br /&gt;
;Warning  : This is the dialog that will be called by the lead investigator when they sees a crime&lt;br /&gt;
;Crime Region  : A trigger that encompasses an entire region (for example Ghetto of Fort Joy)&lt;br /&gt;
;Crime Area  : A smaller area that can have different tension from the region. e.g. A backroom, a forbidden area, prison, ... &lt;br /&gt;
;Alarm Mode  : A state when all the NPCs inside a crime area go into investigation mode&lt;br /&gt;
&lt;br /&gt;
= Tension =&lt;br /&gt;
Tension is a numeric value that is applied to an area to modify reactions and trigger alarm mode. There are 3 levels of tension each with its own reactions.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!  Tension Level || Saw Crime || Saw Crime Scene || Heard Crime &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: black; background-color: lightgreen;&amp;quot; | Low || style=&amp;quot;color: black; background-color: lightgreen;&amp;quot; | Give Warning || style=&amp;quot;color: black; background-color: lightgreen;&amp;quot; | Go investigate || style=&amp;quot;color: black; background-color: lightgreen;&amp;quot; | Go investigate&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: black; background-color: yellow;&amp;quot; | High || style=&amp;quot;color: black; background-color: yellow;&amp;quot; | Sensible Action || style=&amp;quot;color: black; background-color: yellow;&amp;quot; | Go investigate. Enter alarm mode if tension is high enough. || style=&amp;quot;color: black; background-color: yellow;&amp;quot; | Go investigate. Enter alarm mode if tension is high enough.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;color: black; background-color: salmon;&amp;quot; | Alarm || style=&amp;quot;color: black; background-color: salmon;&amp;quot; | Sensible action || style=&amp;quot;color: black; background-color: salmon;&amp;quot; | Ignore unless no one else is investigating it then switch. || style=&amp;quot;color: black; background-color: salmon;&amp;quot; | Ignore unless no one is investigating it then switch.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Overall tension is being calculated by adding up three parameters&lt;br /&gt;
; Crime Region Tension : Raised by crimes registered in that region. (The total crimewave of the region)&lt;br /&gt;
; Crime Area Tension : Some crime areas have higher tension then other this is set in the properties of the trigger in the editor&lt;br /&gt;
; Player Tension : Raised by number and severity of crimes convicted&lt;br /&gt;
This makes Tension player &amp;amp; location specific. Two players in the same area might have very different tensions and tension may rise dramatically by entering a forbidden area.&lt;br /&gt;
&lt;br /&gt;
= Crime Regions and Areas =&lt;br /&gt;
&lt;br /&gt;
== Crime Region ==&lt;br /&gt;
This is a trigger that encompasses an entire region like the Ghetto of Fort Joy. a crime region stores crime and the region tension. Each prison is connected to a crime region as well. Each crime region has a Crime Regions &amp;quot;Owner ID&amp;quot; in it's properties. This allows to connect 2 crime regions such as second floors, caves etc etc. If an NPC witnessed a crime outside of a Crime Region then the NPC will preform a Sensible Action right away without giving warnings. If his [[#Sensible Action|Sensible Action]] includes arrest he will go into combat.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Crime_Region.png|800px]]&lt;br /&gt;
&lt;br /&gt;
== Crime Area ==&lt;br /&gt;
Crime areas are triggers inside the Crime region and are used to apply higher or lower tension to specific areas, each crime area has a min tension field that is added to the region tension calculation it is set in the editor on the trigger. Crime areas are also important for alarms: when an '''alarm mode''' is triggered all the NPCs inside a crime area will enter investigation mode.&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
[[File:Crime_Area.png|800px|]]&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
''(The Picture is only showing some of the area triggers.)''&lt;br /&gt;
&lt;br /&gt;
= Reaction Pipeline =&lt;br /&gt;
#Register Crime&lt;br /&gt;
#Check all NPCs in the detection range&lt;br /&gt;
#Assign a Lead Investigator (Refer to flowchart for full assigning lead process)&lt;br /&gt;
#Check if the lead saw the crime&lt;br /&gt;
##If Yes: execute the sensible action appropriate to the tension level&lt;br /&gt;
#Check if head the crime or saw a crime scene&lt;br /&gt;
##If Yes, tension is low or the crime cannot raise alarm: Start Investigation&lt;br /&gt;
##If Yes, tension is high and the crime can raise alarm: Start Alarm Mode&lt;br /&gt;
&lt;br /&gt;
[[:File:Generic_Behaviors_-_Technical_Implementation_.png|Schematic representation of reaction pipeline]]&lt;br /&gt;
&lt;br /&gt;
= Defining Generic Behaviours =&lt;br /&gt;
&lt;br /&gt;
A generic behaviour tells the game which NPCs should react to what and how. There is no way in the editor yet to edit crime behaviours. You have to directly edit a text file at ''Public/YourMod/Stats/Generated/Data/Crimes.txt''&lt;br /&gt;
&lt;br /&gt;
== Generic Behaviour Definition ==&lt;br /&gt;
Here is an example definition of the ''Murder'' crime in the Shared mod:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
new entry &amp;quot;Murder&amp;quot;&lt;br /&gt;
type &amp;quot;Crime&amp;quot;&lt;br /&gt;
data &amp;quot;CrimeType&amp;quot; &amp;quot;Murder&amp;quot;&lt;br /&gt;
data &amp;quot;TensionWeight&amp;quot; &amp;quot;100&amp;quot;&lt;br /&gt;
data &amp;quot;Lifetime&amp;quot; &amp;quot;90&amp;quot;&lt;br /&gt;
data &amp;quot;DetectionRange&amp;quot; &amp;quot;20&amp;quot;&lt;br /&gt;
data &amp;quot;AudibleRange&amp;quot; &amp;quot;15&amp;quot;&lt;br /&gt;
data &amp;quot;Audible&amp;quot; &amp;quot;Yes&amp;quot;&lt;br /&gt;
data &amp;quot;Continuous&amp;quot; &amp;quot;No&amp;quot;&lt;br /&gt;
data &amp;quot;ContinuousDelayTimer&amp;quot; &amp;quot;&amp;quot;&lt;br /&gt;
data &amp;quot;CreatesCrimescene&amp;quot; &amp;quot;Yes&amp;quot;&lt;br /&gt;
data &amp;quot;CanRaiseAlarm&amp;quot; &amp;quot;Yes&amp;quot;&lt;br /&gt;
data &amp;quot;CanMerge&amp;quot; &amp;quot;&amp;quot;&lt;br /&gt;
data &amp;quot;MaxInvestigators&amp;quot; &amp;quot;6&amp;quot;&lt;br /&gt;
data &amp;quot;InterrogateDialog&amp;quot; &amp;quot;GEB_Interrogation_Murder&amp;quot;&lt;br /&gt;
data &amp;quot;SoundEvent&amp;quot; &amp;quot;UI_CrimeSystem_Murder&amp;quot;&lt;br /&gt;
object crimereaction &amp;quot;NOT_MESSING_AROUND&amp;quot;,&amp;quot;any&amp;quot;,&amp;quot;1&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;1&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;GEB_Attack_Murder&amp;quot;,&amp;quot;CRIME_Arrest&amp;quot;,&amp;quot;CRIME_AttackWithOptionalAD&amp;quot;,&amp;quot;GEB_AD_Noticed_Murder&amp;quot;&lt;br /&gt;
object crimereaction &amp;quot;GUARD&amp;quot;,&amp;quot;any&amp;quot;,&amp;quot;2&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;1&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;GEB_Attack_Murder&amp;quot;,&amp;quot;CRIME_AttackCallHelp&amp;quot;,&amp;quot;CRIME_AttackWithOptionalAD&amp;quot;,&amp;quot;&amp;quot;&lt;br /&gt;
object crimereaction &amp;quot;PALADIN&amp;quot;,&amp;quot;any&amp;quot;,&amp;quot;3&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;1&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;GEB_Attack_Murder&amp;quot;,&amp;quot;CRIME_AttackCallHelp&amp;quot;,&amp;quot;CRIME_AttackWithOptionalAD&amp;quot;,&amp;quot;&amp;quot;&lt;br /&gt;
object crimereaction &amp;quot;SEEKER&amp;quot;,&amp;quot;any&amp;quot;,&amp;quot;3&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;1&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;GEB_Attack_Murder&amp;quot;,&amp;quot;CRIME_AttackCallHelp&amp;quot;,&amp;quot;CRIME_AttackWithOptionalAD&amp;quot;,&amp;quot;&amp;quot;&lt;br /&gt;
object crimereaction &amp;quot;MAGISTER&amp;quot;,&amp;quot;any&amp;quot;,&amp;quot;4&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;1&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;GEB_Attack_Murder&amp;quot;,&amp;quot;CRIME_AttackCallHelp&amp;quot;,&amp;quot;CRIME_AttackWithOptionalAD&amp;quot;,&amp;quot;&amp;quot;&lt;br /&gt;
object crimereaction &amp;quot;LONEWOLF&amp;quot;,&amp;quot;any&amp;quot;,&amp;quot;5&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;1&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;GEB_Attack_Murder&amp;quot;,&amp;quot;CRIME_AttackCallHelp&amp;quot;,&amp;quot;CRIME_AttackWithOptionalAD&amp;quot;,&amp;quot;&amp;quot;&lt;br /&gt;
object crimereaction &amp;quot;TOVAH&amp;quot;,&amp;quot;any&amp;quot;,&amp;quot;6&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;1&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;GEB_Attack_Murder&amp;quot;,&amp;quot;CRIME_AttackCallHelp&amp;quot;,&amp;quot;CRIME_AttackWithOptionalAD&amp;quot;,&amp;quot;&amp;quot;&lt;br /&gt;
object crimereaction &amp;quot;CIVILIAN&amp;quot;,&amp;quot;any&amp;quot;,&amp;quot;7&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;GEB_Attack_Murder&amp;quot;,&amp;quot;CRIME_AttackCallHelp&amp;quot;,&amp;quot;CRIME_Flee&amp;quot;,&amp;quot;&amp;quot;&lt;br /&gt;
object crimereaction &amp;quot;ANIMAL&amp;quot;,&amp;quot;any&amp;quot;,&amp;quot;8&amp;quot;,&amp;quot;1&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;GEB_Attack_Murder&amp;quot;,&amp;quot;CRIME_Flee&amp;quot;,&amp;quot;CRIME_Flee&amp;quot;,&amp;quot;&amp;quot;&lt;br /&gt;
object crimereaction &amp;quot;RC_GY_MASKEDSERVANT&amp;quot;,&amp;quot;any&amp;quot;,&amp;quot;1&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;1&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;&amp;quot;,&amp;quot;RC_GY_AD_RykersBodyguard_Crime&amp;quot;,&amp;quot;CRIME_AttackWithOptionalAD&amp;quot;,&amp;quot;CRIME_AttackWithOptionalAD&amp;quot;,&amp;quot;RC_GY_AD_RykersBodyguard_Investigation&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The &amp;quot;data&amp;quot; entries give common information about the crime itself:&lt;br /&gt;
; CrimeType : This is the ID of the generic behaviour. This is a unique ID that will be used to trigger the crime.&lt;br /&gt;
; TensionWeight : This determines how this crime impacts the tension in a certain area. Higher values mean tension will rise faster and will result in stronger reactions from NPCs.&lt;br /&gt;
; Lifetime : How long does the crime scene stick around when not discovered? (in seconds)&lt;br /&gt;
; DetectionRange : How close do NPCs have to be to notice the player's action when they can see it? (sight range)&lt;br /&gt;
; AudibleRange : How close do NPCs have to be to notice the player's action when they cannot see it? (hearing range)&lt;br /&gt;
; Audible : Can NPCs hear the player's action? If this is set to No, NPCs won't react if they can't see players perform the crime (and the AudibleRange gets ignored).&lt;br /&gt;
; Continuous : If this is set to &amp;quot;Yes&amp;quot;, NPCs will react to the behavior when noticing the player even if they didn't notice the player at the initial action (Trespassing for example). If this is set to &amp;quot;No&amp;quot; NPCs will be able to react to the action only if they saw it initially (Assault for example).&lt;br /&gt;
; ContinuousDelayTimer : After a reaction to a continuous crime, an NPCs will be put on an ignore list for that time. That NPC won't react again until the end of the timer.&lt;br /&gt;
; CreatesCrimescene : Does this action leave a crime scene? (e.g. Murder, but not Assault) If this is set to Yes, NPCs can detect the action by seeing the crime scene that is left after performing the action. The CrimeScene is the location where the crime was first registered.&lt;br /&gt;
; CanRaiseAlarm : Can this crime trigger [[#Crime Area|alarm mode]]?&lt;br /&gt;
; CanMerge : Can multiple instances of this crime be merged into a single crime? E.g. multiple trespassing crimes can be merged (it's the same crime), but not multiple murders (every murder is a separate crime)&lt;br /&gt;
; MaxInvestigators : This determines the number of NPCs that can investigate the crime simultaneously (Not including alarm mode)&lt;br /&gt;
; InterrogateDialog: When an NPC is investigation mode, this is the dialog he will use when they see a player and start interrogating them&lt;br /&gt;
; SoundEvent: the sound played when such a crime is detected.&lt;br /&gt;
&lt;br /&gt;
Each &amp;quot;object&amp;quot; entry gives a tag and how NPCs with this tag react when they detect this kind of crime. In order, the following fields are specified:&lt;br /&gt;
; ReactionCategory_Tag : This specifies a tag that characters must have to react to the crime / action&lt;br /&gt;
; Tension : Can take one of three values: low, high, any. Determines for which tension level(s) the following reactions are defined&lt;br /&gt;
; ReactionCategory_Priority  : This is used to select a the lead investigator that will react to the crime. Lower number means the tag has a greater priority (for clarity, which usually specify the characters with the greatest priority first)&lt;br /&gt;
; DisableInvestigate : This specifies that while characters with this tag should react to perpetrators of crimes they saw being committed, they should never start investigating a crime when they merely stumble upon a crime scene, or heard a crime being committed (except for in alarm mode).&lt;br /&gt;
; StopsAndInterruptsCrimes : If this is filled with 1 then the primary sensible action will stop other crime dialogues. (a sensible action will not start if the tension of the current crime is higher )&lt;br /&gt;
; VictimReaction : An override for '''PrimarySensibleAction''' if the victim of the crime becomes the lead investigator. If not specified, it will fall back to '''PrimarySensibleAction'''.&lt;br /&gt;
; VictimDialog: An override for '''Dialog''' used by '''VictimReaction'''. If not specified, it will fall back to '''Dialog'''  (can be an [[Dialog_editor#Automated|interactive or automated dialog]], depending on how the reaction starts/uses it).&lt;br /&gt;
; Dialog : The dialog used by the reaction (can be an [[Dialog_editor#Automated|interactive or automated dialog]], depending on how the reaction starts/uses it).&lt;br /&gt;
; PrimarySensibleAction ; The main reaction, performed by the lead investigator. &lt;br /&gt;
; SecondarySensibleAction ; The extra reaction, performed by other investigators that were not chosen as lead.&lt;br /&gt;
; NoticedAD ; The dialog associated with the secondary sensible action (always an AD)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Setting up your characters for generic behaviours =&lt;br /&gt;
For a character to react to generic behaviors it should have two key elements&lt;br /&gt;
# Have a tag that can react to that crime / action (5.14.ReactionCategory_Tag)&lt;br /&gt;
#* for example if there is a Magister with no Magister Tag he will not react like a Magister&lt;br /&gt;
#a Script with a sensible reaction that will be called from (5.20.ReactionCategory_PrimaryReaction)&lt;br /&gt;
#* The general script with general reactions is '''CRIME_HumanReactions''' for non-animals and ''CRIME_AnimalReactions''' for animals, but this can also be a custom script with a custom behaviour.&lt;br /&gt;
&lt;br /&gt;
= Setting up your level for generic behaviors =&lt;br /&gt;
For a level to react to generic behaviors it should have two key elements.&lt;br /&gt;
# a Crime Region to register crimes to and store tension.&lt;br /&gt;
#* If there is no crime region the tension can not be stored and the NPCs will use the out of region reaction which is usually &amp;quot;attack&amp;quot;&lt;br /&gt;
# a Crime Area is mainly for alarm and adding minimum tension level&lt;br /&gt;
#* For example when a third body has been discovered in a house, not the entire region should go to alarm; only the NPCs inside the crime area. This can be a house, a courtyard, a temple, a cave, and so on.&lt;br /&gt;
#* If you want to create a higher tension areas you should also use crime area and assign a minimum tension value in the editor. &lt;br /&gt;
&lt;br /&gt;
= Disabling and enabling behaviours =&lt;br /&gt;
At the moment it's only possible to enable and disable per-character reactions to crimes from Osiris script. However, do NOT use the game engine calls directly. A couple of procedures made have been made for this purpose:&lt;br /&gt;
* ProcCharacterDisableAllCrimes: disables all generic behaviors (= crime reactions) for a character&lt;br /&gt;
* ProcCharacterEnableAllCrimes: enables all generic behaviors for a character&lt;br /&gt;
* ProcCharacterEnableCrime: enable a certain generic behavior (= crime) for a character. This uses the '''CrimeType''' from the [[#Generic Behaviour Definition|Generic Behaviour Definition]] .&lt;br /&gt;
* ProcCharacterDisableCrime: disable a certain generic behavior for a character. This uses the '''CrimeType''' from the [[#Generic Behaviour Definition|Generic Behaviour Definition]] .&lt;br /&gt;
&lt;br /&gt;
By default, all characters will react to all crimes for which their tags are registered. If you wish for a character to only react to a particular crime, first disable all crimes for it and then re-enable the particular crimes it should react to.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
= Defining custom warnings =&lt;br /&gt;
Some crimes, such as using a forbidden item, first result in warnings. Only after the final warning (the third by default), an arrest or similar action will be performed. You can recognise these crimes by the fact that they use '''CRIME_OsirisReaction''' as their '''PrimarySensibleAction''', in combination with a '''GEB_Warning_'''-prefixed dialog. You can however override this custom warning behaviour.&lt;br /&gt;
&lt;br /&gt;
To do so, add your character, the crime it must react to and the dialog it must use to this DB:&lt;br /&gt;
 DB_CrimeReaction_CustomWarning(_Character,_Crime,_CustomWarningDialog)&lt;br /&gt;
&lt;br /&gt;
In this case, '''_CustomWarningDialog''' will be started whenever '''_Character''' reacts to '''_Crime''' using the '''PrimarySensibleAction'''. Note that this only works if the crime has been defined as '''CRIME_OsirisReaction''' as their '''PrimarySensibleAction'''.&lt;br /&gt;
--&amp;gt;&lt;/div&gt;</summary>
		<author><name>Tinkerer</name></author>
	</entry>
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