Implement a picker for major events, using the new editable string picker.
It's used not only in special node editing (for Event Happens and If Event Happened?) but also in the Townperson Advanced, Talk Node, and Quest editors.
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@@ -336,6 +336,7 @@ the response changes (the first field) to 90, and the Event which prevents the c
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second field) to 4. If Fred was killed (i.e. if the Goblin Chief was not killed before Day
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90), she will respond with the second text field. Otherwise, she will respond with the
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first.</p>
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<p>You can also use events in quests. An quest can be set to expire if an event hasn't happened by a certain day. This is more or less the same as making dialogue vary.</p>
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<p>Finally, you can use the If-Then Special Node Type 150: Special Thing happened?, which
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calls different special nodes depending on whether a day has been reached and whether an
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Event has happened before that day or not.</p>
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@@ -252,7 +252,7 @@ occurred. See <a href="../Specials.html#time">Passage of Time</a> in the chapter
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explanation.
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<dl>
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<dt>Mess1, Mess2:</dt><dd>Standard usage.</dd>
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<dt>Extra 1a:</dt><dd>The number of the special event. (Range 1 ... 20)</dd>
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<dt>Extra 1a:</dt><dd>The number of the special event.</dd>
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<dt>Example:</dt><dd>If the slaying of the goblin king is event 4, when it is killed, call
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this special node with Extra 1a set to 4.</dd></dd>
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@@ -1310,7 +1310,7 @@ reached before a given event happened (see the chapter on the passage of time fo
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explanation).
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<dl>
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<dt>Extra 1a:</dt><dd>The day some special thing is supposed to happen.</dd>
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<dt>Extra 1b:</dt><dd>The number of an event (0 .. 20). This is the event that would
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<dt>Extra 1b:</dt><dd>The number of an event. This is the event that would
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prevent the special thing from happening (leave at 0 for no event). If the day in 1a has
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been reached, and this special event did not occur before the day in 1a, then the special
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in Extra 2b is called.</dd>
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