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In addition to housing arbitrarily complicated quests, nodes can be nested to form complicated logical structures of event responses. This is how children return the player's dropped items, how victims of theft will set bounties on the player, how mysterious benefactors will reward you for killing their enemies, etc. The quest can then fill aliases from the event data, and thus do interesting things like respond to each event in a particular way. Note that not just any quest can be put into the story manager it has to be specifically defined in its Quest Data tab as responding to an event. The important idea here is that this node has a quest attached to it - if the node passes, the quest will be started.
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You can explore the various events and their data in the story manager documentation. There is so much data getting pumped through this system that it would be folly to try and explain it all here. We're checking that the player is the one doing the killing, and that he is currently wielding the Ebony Blade. Each kind of story manager event defines its own set of event data that we can test with conditions. Note that we now have the option of running this condition on "Event Data: Killer" - this is a crucial concept. Double-click on the first condition to explore further. Note the conditions in the bottom right, and the "E" listed in the Target column. We're looking at the system the game uses to tell that the player has killed a friend with the Ebony Blade, as part of the post-quest activity for DA08. Click the plus-sign at the top of the tree to expand the node labeled "DA08KillFriendNode," then click on it to select it. This is a new fold, though, because instead of just a straight up stack, we actually have a tree-like structure where each node can have its own logic that makes it valid or invalid. Much like the package or info stacks you've already learned about, when a story manager event kicks off, it begins churning down this list from top to bottom. The story manager works on a system of nodes. Double-click where it says "Stacked Event Node: Kill Actor Event," start to behold the madness, and I'll explain. Double click on the "Kill Actor Event" and try not to get scared. They are fairly self-explanatory and very player-centric. What you're looking at is the root set of events that can autonomously kick off radiant quests.
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