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Update dialogue.md
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@ -159,3 +159,44 @@ Defining `<DialogueTarget>` in the `<DialogueNode>` tag instead of a `<DialogueO
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### DialogueTargetShipLogCondition
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Used in tandem with `DialogueTarget`, makes it so you must have a [ship log fact](/guides/ship-log#explore-facts) to go to the next node.
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### Adding to existing dialogue
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Here's an example of how to add new dialogue to Slate, without overwriting their existing dialogue. This will also allow multiple mods to all add new dialogue to the same character.
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```xml {3-4}
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<DialogueTree>
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<DialogueNode>
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<Name>Scientist5</Name>
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<DialogueOptionsList>
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<DialogueOption>
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<Text>Hi how are you?</Text>
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<DialogueTarget>example_new_slate_Text</DialogueTarget>
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</DialogueOption>
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</DialogueOptionsList>
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</DialogueNode>
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<DialogueNode>
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<Name>example_new_slate_Text</Name>
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<Dialogue>
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<Page>I'm good!</Page>
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</Dialogue>
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</DialogueNode>
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</DialogueTree>
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```
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NH will merge together `<DialogueNode>` nodes that have the same `<Name>` field, adding their `<DialogueOptionsList>` together. No other changes will be merged.
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NH can also add new `<DialogueNode>` nodes into the text, however you have to add `<DialogueOption>`s that link to them for them to ever be read by the player.
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Be careful to use unique names to ensure optimal compatibility between mods. Consider prefixing the names of your nodes with the name of your mod.
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To use this additional dialogue you need to reference it in a planet config file:
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```json
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"dialogue": [
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{
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"pathToExistingDialogue": "Sector_TH/Sector_Village/Sector_StartingCamp/Characters_StartingCamp/Villager_HEA_Slate/ConversationZone_RSci",
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"xmlFile": "planets/text/Slate.xml"
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}
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]
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```
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