stringtokens.2da is used to define a set of tokens you can use mainly in conversations to deal with variables like the day, time, gender of the PC etc.
The ActionCode value allows some additional entries to be generated mainly with Gender. You can also update some terms used in the 2da. The Default column probably only ever comes up if the player can't identify themselves, which is...likely not going to happen in a conversation they are in.
The codes are:
| Action Name | ActionCode ID | Notes |
|---|---|---|
| ACTION_REPLACE | 0 | This simply replaces the given token with the given Default TLK line entry |
| ACTION_GENDER | 1 | The most useful;
Add more terms for your world using this. |
| ACTION_FULLNAME | 2 | Hardcoded, provides their full name (Default is used if the full name is somehow invalid. The 2da uses 5180 which is "*mumble*") |
| ACTION_FIRSTNAME | 3 | Hardcoded, provides their first name (Default is used if the first name is somehow invalid. The 2da uses 5180 which is "*mumble*") |
| ACTION_LASTNAME | 4 | Hardcoded, provides their last name (Default is used if the last name is somehow invalid. The 2da uses 5180 which is "*mumble*") |
| ACTION_RACE | 5 | Hardcoded, provides their race name in capitalised (Default is used if the race is somehow invalid. The 2da uses 5175 which is "Human") |
| ACTION_RACELOWER | 6 | Hardcoded, provides their race name in lowercase (Default is used if the race is somehow invalid. The 2da uses 5176 which is "human") |
| ACTION_SUBRACE | 7 | Hardcoded, provides their subrace field (Default is used if the subrace is invalid, ie blank, the 2da uses 5175 which is "Human") |
| ACTION_CLASS | 8 | Hardcoded, provides the first slot class name in capitalised (Default is used if the class is somehow invalid. The 2da uses 5172 which is "Adventurer") |
| ACTION_CLASSLOWER | 9 | Hardcoded, provides the first slot class name in lowercase (Default is used if the class is somehow invalid. The 2da uses 5173 which is "adventurer") |
| ACTION_LEVEL | 10 | Hardcoded, provides the players level (Default is used if the level is somehow invalid. The 2da uses 5177 which is "") |
| ACTION_ALIGNMENT | 11 | Hardcoded, full alignment string capitalised |
| ACTION_ALIGNMENTLOWER | 12 | Hardcoded, full alignment string lowercase |
| ACTION_LAWCHAOS | 13 | Hardcoded, Lawful, Neutral or Chaotic |
| ACTION_GOODEVIL | 14 | Hardcoded, Good, Neutral or Evil |
| ACTION_GAMEYEAR | 15 | Hardcoded, game year |
| ACTION_GAMEHOUR | 16 | Hardcoded, game hour |
| ACTION_GAMEMONTH | 17 | Hardcoded, game month |
| ACTION_QUARTERDAY | 18 | Hardcoded, quarter day - StrRef1 / 2 / 3 / 4 are Night / Morning / Day / Evening respectively. Bioware put in two versions for upper and lowercase. |
| ACTION_STARTACTION | 19 | Hardcoded, colours text with green: \x01\xFE\x01 |
| ACTION_STARTCHECK | 20 | Hardcoded, colours text with red: \xFE\x01\x01 |
| ACTION_STARTHIGHLIGHT | 21 | Hardcoded, colours text with blue: \x01\x01\xFE |
| ACTION_STARTEND | 22 | Ends a block with </c> |
| ACTION_PLAYERNAME | 23 | Hardocded, the player name (not their character name) |
| ACTION_DEITY | 24 | Hardcoded, the players diety field (Default is used if it is somehow invalid. The 2da uses 5180 which is "*mumble*") |