[ActorType] ID=human; 
name=Human;
description=Humans may not be as common or powerful as other races, but they are sturdy, adaptable, and persistent. <br=> +10% Experience gained;
journalID=journal_human;
playerUsable= true;
canSpawnWithClass = true;
randomSkinPaletteOnSpawn = true;

bodyStructure=human;
humanoid = true;
movementSpeed = 6;
unarmedPower = 3;
unarmedAction = punch;
defaultValues=HP=30;
defaultValues=HPMax = 30;
defaultValues=TrueHPMax = 30;
defaultValues=MP = 20;
defaultValues=MPMax = 20;
defaultValues=TrueMPMax = 20;
defaultValues=PhysAtk = 3;
defaultValues=PhysDef = 1;
defaultValues=PhysEva= 0;
defaultValues=MagAtk = 3;
defaultValues=MagDef = 1;
defaultValues=MagEva= 0;
defaultValues=Acc = 1;
defaultValues=moveDistance = 3;
defaultValues=actTime = 30;
skinPalette = paletteHuman1;


fxSpeech = sfx_speech;
fxOnPhysicalHPDmg = hitDust;
fxOnDeath = hitDust_strong;
fxOnDeath = humanDeath;

defaultBodyPartSprites=armR=template_arm;
defaultBodyPartSprites=armL=template_arm;
defaultBodyPartSprites=legs=template_legs;
defaultBodyPartSprites=head=template_head;
defaultBodyPartSprites=face=template_head;
defaultBodyPartSprites=torso=template_torso;


skinPalettes=paletteHuman1;

idleAnim = idle;
walkAnim = walk;
jumpAnim = jump;
climbAnim = climb;
painAnim = pain;
chargeAnim = charge;
castAnim = cast;
dodgeAnim = dodge;
sleepAnim = crouch;
criticalAnim = crouch;
deadAnim = die;

aggressiveness = 0.5;
bravery = 0.5;
honor = 0.4;
intelligence = 0.5;

defaultDialogNode = auto;
dialog_speechFont=scuri;

dialog_tryCombat_overconfident_fight = <mf=He/She> looks utterly unimpressed. Almost immediately <mf=he/she> charges at you!;
anim_tryCombat_overconfident_fight=angry;

dialog_tryCombat_overconfident_peace = <mf=He/She> tries to suppress a yawn before dismissively lowering <mf=his/her> weapons.;
anim_tryCombat_overconfident_peace=sigh;

dialog_tryCombat_confident_fight = <mf=He/She> eyes you cautiously, then moves in for the kill.;
anim_tryCombat_confident_fight=angry;

dialog_tryCombat_confident_peace = The <mf=man/woman> looks dismayed but not afraid. <mf=He/She> seems to be hoping to have peace with you.;

dialog_tryCombat_uneasy_fight = <mf=He/She> seems quite afraid, but <mf=he/she> still moves to attack you.;
anim_tryCombat_uneasy_fight = angry;

dialog_tryCombat_uneasy_flee = Looks like you frightened <mf=him/her> -- <mf=he/she>'s running away!;
anim_tryCombat_uneasy_flee=scared;

dialog_tryCombat_scared_flee = Absolute panic fills <mf=his/her> face and <mf=he/she> turns to flee!;
dialog_tryCombat_scared_flee=scared;

--

dialog_tryPeace_overconfident_fight = <mf=His/Her> lips curl in a malicious sneer, and <mf=he/she> attacks you!;
anim_tryPeace_overconfident_fight=angry;

dialog_tryPeace_overconfident_peace = <mf=He/She> carelessly gestures acceptance and then turns away. It seems your presence doesn't worry <mf=him/her>.;
anim_tryPeace_overconfident_peace = sigh;

dialog_tryPeace_confident_fight = <mf=He/She> narrows <mf=his/her> eyes in suspicion, then attacks!;
anim_tryPeace_confident_fight=angry;

dialog_tryPeace_confident_peace = <mf=He/She> pauses, considers, then strides forward to shake hands in friendship.;

dialog_tryPeace_uneasy_fight = The <mf=man/woman> coughs nervously, then <mf=his/her> gaze hardens as <mf=he/she> advances with murderous intent.;
anim_tryPeace_uneasy_fight = angry;

dialog_tryPeace_uneasy_peace = <mf=He/She> is visibly nervous but also quite relieved at your offer, which is promptly accepted.;
anim_tryPeace_uneasy_peace = happy;

dialog_tryPeace_scared_peace = <mf=He/She> looks absolutely petrified, but eventually <mf=he/she> manages to convey acceptance.;
anim_tryPeace_scared_peace = scared;

dialog_tryPeace_scared_flee = The <mf=man/woman> barely stays still long enough to hear you before turning to run.;
anim_tryPeace_scared_flee = scared;

--

dialog_tryBribe_overconfident_fight = <mf=He/She> looks disgusted by your paltry offering, and makes it clear <mf=he/she>'d rather have your neck!;
anim_tryBribe_overconfident_fight=angry;

dialog_tryBribe_overconfident_peace = <mf=He/She> smiles, refuses your gift, says something incomprehensible and claps you on the back. Seems like you've made a friend.;
anim_tryBribe_overconfident_peace=happy;

dialog_tryBribe_overconfident_bribe = The <mf=man/woman> calmly approaches, and accepts the gift without further discussion.;

dialog_tryBribe_confident_peace = <mf=He/She> looks genuinely happy by your gesture, and refuses to accept it.;
anim_tryBribe_confident_peace = happy;

dialog_tryBribe_confident_bribe = The <mf=man/woman> is hesitant at first, but eventually takes your gift.;

dialog_tryBribe_uneasy_bribe = <mf=He/She> seems quite scared of you, but gratefully accepts your gift.;
anim_tryBribe_uneasy_bribe = sigh;

dialog_tryBribe_scared_bribe = This person is clearly terrified of you, but eventually greed wins out over self-preservation and <mf=he/she> takes the offering.;
anim_tryBribe_scared_bribe = scared;

randomNames=Adams;
randomNames=Ansen;
randomNames=Aless;
randomNames=Axem;
randomNames=Alex;
randomNames=Ares;
randomNames=Anaxim;
randomNames=Albin;
randomNames=Blank;
randomNames=Byron;
randomNames=Borst;
randomNames=Bolise;
randomNames=Bevar;
randomNames=Burts;
randomNames=Bozer;
randomNames=Cole;
randomNames=Cabbot;
randomNames=Cele;
randomNames=Corway;
randomNames=Carle;
randomNames=Cain;
randomNames=Drake;
randomNames=Daros;
randomNames=Den;
randomNames=Desira;
randomNames=Dobbs;
randomNames=Denton;
randomNames=Drey;
randomNames=Dankos;
randomNames=Ellison;
randomNames=Ein;
randomNames=Elberg;
randomNames=Esberg;
randomNames=Falcon;
randomNames=Falcohm;
randomNames=Flacoe;
randomNames=Flak;
randomNames=Fox;
randomNames=Graham;
randomNames=Grante;
randomNames=Glorian;
randomNames=Gamondor;
randomNames=Horas;
randomNames=Helwen;
randomNames=Hosea;
randomNames=Iso;
randomNames=Ina;
randomNames=Ildas;
randomNames=Jackson;
randomNames=Joson;
randomNames=Jens;
randomNames=Jeffes;
randomNames=Jay;
randomNames=Jamison;
randomNames=Jang;
randomNames=Joao;
randomNames=Jao;
randomNames=Joof;
randomNames=Jarto;
randomNames=Karin;
randomNames=Kines;
randomNames=Kane;
randomNames=Kyrin;
randomNames=Kris;
randomNames=Kriby;
randomNames=Lefte;
randomNames=Lyre;
randomNames=Lyra;
randomNames=Latie;
randomNames=Laio;
randomNames=Lee;
randomNames=Lin;
randomNames=Lagi;
randomNames=Myron;
randomNames=Mortimer;
randomNames=Marti;
randomNames=Nodd;
randomNames=Olif;
randomNames=Orphes;
randomNames=Olten;
randomNames=Orren;
randomNames=Oine;
randomNames=Pollos;
randomNames=Phella;
randomNames=Pikat;
randomNames=Peebe;
randomNames=Quile;
randomNames=Quin;
randomNames=Quenton;
randomNames=Redd;
randomNames=Reese;
randomNames=Reeve;
randomNames=Snayk;
randomNames=Smaus;
randomNames=Sullen;
randomNames=Severo;
randomNames=Selproa;
randomNames=Steele;
randomNames=Slip;
randomNames=Spinaker;
randomNames=Sasz;
randomNames=Torberg;
randomNames=Travor;
randomNames=Tod;
randomNames=Undway;
randomNames=Vin;
randomNames=Viktor;
randomNames=Vendril;
randomNames=Vernes;
randomNames=Vlasko;
randomNames=Wryn;
randomNames=Wulf;
randomNames=Whaetely;
randomNames=Xavier;
randomNames=Xander;
randomNames=Yven;
randomNames=Zeruda;
randomNames=Zhen;

[ActorType] ID=dummy; 
name=Dummy;
fearless=true;
cannotStartCombat=true;
defaultHostile=false;

bodyStructure=human;
humanoid = true;
movementSpeed = 6;
unarmedPower = 3;
unarmedAction = punch;
defaultValues=HP=30;
defaultValues=HPMax = 30;
defaultValues=TrueHPMax = 30;
defaultValues=MP = 0;
defaultValues=MPMax = 0;
defaultValues=TrueMPMax = 0;
defaultValues=PhysAtk = 0;
defaultValues=PhysDef = 1;
defaultValues=PhysEva= 0;
defaultValues=MagAtk = 0;
defaultValues=MagDef = 1;
defaultValues=MagEva= 0;
defaultValues=Acc = 1;
defaultValues=moveDistance = 0;
defaultValues=jumpDistance = 0;
defaultValues=actTime = 30;
skinPalette = NES_Orange
armorPalette = NES_Orange;
unarmoredPalette = NES_Orange;
clothPalette = NES_Orange;

defaultSupportAbilities = anchored;

fxSpeech = sfx_speech;
fxOnPhysicalHPDmg = hitDust;
fxOnDeath = hitDust_strong;

defaultBodyPartSprites=armR=template_arm;
defaultBodyPartSprites=armL=template_arm;
defaultBodyPartSprites=legs=dummy_legs;
defaultBodyPartSprites=head=template_head;
defaultBodyPartSprites=face=;
defaultBodyPartSprites=torso=template_torso;


idleAnim = idle;
walkAnim = walk;
jumpAnim = jump;
climbAnim = climb;
painAnim = idle2;
chargeAnim = charge;
castAnim = cast;
dodgeAnim = idle3;
blockAnim = ;
sleepAnim = idle3;
criticalAnim = idle3;
deadAnim = idle3;

aggressiveness = 0;
bravery = 1;
honor = 1;
intelligence = 0;

dialog_speechFont=scuri;