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Editing Kobold

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There are two methods for allowing kobolds to be playable as adventurers. By adding {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} to {{tt|[ENTITY:SKULKING]}} in {{tt|entity_default.txt}}, kobold adventurers can start from a kobold site. This method also has the side-effects of allowing any {{token|LOCAL_POPS_CONTROLLABLE|c}} creatures to join a kobold civ, and allowing {{token|OUTSIDER_CONTROLLABLE|c}} creatures to start from a kobold site as well. The other method is by adding the previous tag to {{tt|[CREATURE:KOBOLD]}} in {{tt|creature_standard.txt}}, which allows them to be played as outsiders from any site.
 
There are two methods for allowing kobolds to be playable as adventurers. By adding {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} to {{tt|[ENTITY:SKULKING]}} in {{tt|entity_default.txt}}, kobold adventurers can start from a kobold site. This method also has the side-effects of allowing any {{token|LOCAL_POPS_CONTROLLABLE|c}} creatures to join a kobold civ, and allowing {{token|OUTSIDER_CONTROLLABLE|c}} creatures to start from a kobold site as well. The other method is by adding the previous tag to {{tt|[CREATURE:KOBOLD]}} in {{tt|creature_standard.txt}}, which allows them to be played as outsiders from any site.
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Kobolds start off with less-than-standard equipment (backpack, loincloth, weapon).
  
 
Kobolds only ever speak in {{token|UTTERANCES|c}}, which means no one can understand them. As such, they will be hostile to everyone else, including other kobolds. ('''If you wish to change this behaviour, you will have to remove that tag.''')
 
Kobolds only ever speak in {{token|UTTERANCES|c}}, which means no one can understand them. As such, they will be hostile to everyone else, including other kobolds. ('''If you wish to change this behaviour, you will have to remove that tag.''')

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