1)    .   stable_dialogs_bar( gamedata\config\text\rus)         : 

<string id="bar_ohran_propusk_0">
<text> ,        ,  - ?</text>
</string>
<string id="bar_ohran_propusk_1">
<text>  ,   .      .   ,        .     ?</text>
</string>
<string id="bar_ohran_propusk_2">
<text>   ...     ,   .</text>
</string>
<string id="bar_ohran_propusk_3">
<text>          .</text>
</string>


<string id="bar_friend_propusk_0">
<text>     ?.</text>
</string>
<string id="bar_friend_propusk_1">
<text> -  ,  ,    , ...   ?.</text>
</string>
<string id="bar_friend_propusk_2">
<text>   , .</text>
</string>
<string id="bar_friend_propusk_3">
<text>         .</text>
</string>

  bar_ohran_propusk,   bar_friend_propusk.        . 
2)  dialogs_bar( gamedata\config\gameplay)          :
<dialog id="bar_ohran_propusk">
<phrase_list>
<phrase id="0">
<text>bar_ohran_propusk_0</text>
<next>1</next>
</phrase> 
<phrase id="1">
<text>bar_ohran_propusk_1</text>
<next>2</next>
<next>3</next>
</phrase> 
<phrase id="2">
<text>bar_ohran_propusk_2</text>
</phrase> 
<phrase id="3">
<text>bar_ohran_propusk_3</text>
<action>dialogs.break_dialog</action>
</phrase> 
</phrase_list>
</dialog>
<dialog id="bar_friend_propusk">
<phrase_list>
<phrase id="0">
<text>bar_friend_propusk_0</text>
<next>1</next>
</phrase> 
<phrase id="1">
<text>bar_friend_propusk_1</text>
<next>2</next>
</phrase> 
<phrase id="2">
<text>bar_friend_propusk_2</text>
<next>3</next>
</phrase> 
<phrase id="3">
<text>bar_friend_propusk_3</text>
</phrase> 
</phrase_list>
</dialog>
    .    <action>dialogs.break_dialog</action>      
dialogs   break_dialog. ..         .
        .
3)   character_desc_bar   (      )     :

<actor_dialog>bar_ohran_propusk</actor_dialog>
<actor_dialog>bar_friend_propusk</actor_dialog> -   .
<start_dialog>bar_dolg_base_guard_start</start_dialog>
<actor_dialog>bar_dolg_base_guard_talk</actor_dialog>
<actor_dialog>bar_dolg_base_guard_story</actor_dialog>
<actor_dialog>bar_dolg_base_guard_rules</actor_dialog>
#include "gameplay\character_dialogs.xml"
                .

  ,             ..   .
  gameplay      info_known_objects,info_l05dark_valley  ..         .     .        .    info_dan_way(       system ..        )
     
<?xml version='1.0' encoding="windows-1251" ?>

<game_information_portions>

<info_portion id="bar_dolg_propusk_start">    1
<task>bar_dolg_propusk</task>       game_tasks
</info_portion> 

<info_portion id="bar_dolg_propusk_have"></info_portion>    2

<info_portion id="bar_dolg_propusk_done"></info_portion>   3

</game_information_portions>

  game_tasks        

<game_task id="bar_dolg_propusk">
<title>  </title>
<objective>
<text>  </text>
<icon>ui_iconsTotal_artefact</icon>
<infoportion_complete>bar_dolg_propusk_done</infoportion_complete>
</objective>
<objective>
<text>  </text>
<icon height="50" width="50" x="100" y="50">ui\ui_icons_task</icon>
<function_complete>dan_dialog.bar_dolg_propusk_have</function_complete>
<infoportion_set_complete>bar_dolg_propusk_have</infoportion_set_complete>
</objective>
<objective>
<text>  </text>
<map_location_type hint="">blue_location</map_location_type>
<object_story_id>bar_dolg_guard_commander</object_story_id>
<infoportion_complete>bar_dolg_propusk_done</infoportion_complete> 
</objective>
</game_task>

        ,  dialogs_bar        ; 
<dialog id="bar_ohran_propusk">
<dont_has_info>bar_dolg_propusk_start</dont_has_info>        
<dont_has_info>bar_dolg_propusk_have</dont_has_info>     ..  
<dont_has_info>bar_dolg_propusk_done</dont_has_info>       
<phrase_list>
<phrase id="0">
<text>bar_ohran_propusk_0</text>
<next>1</next>
</phrase> 
<phrase id="1">
<text>bar_ohran_propusk_1</text>
<next>2</next>
<next>3</next>
</phrase> 
<phrase id="2">
<text>bar_ohran_propusk_2</text>
<action>dan_dialog.bar_dolg_propusk_have</action> ..    
<give_info>bar_dolg_propusk_start</give_info> bar_dolg_propusk_have    dan_dialog.
</phrase> 
<phrase id="3">
<text>bar_ohran_propusk_3</text> 
<give_info>bar_dolg_propusk_start</give_info>     .
<action>dialogs.break_dialog</action> 
</phrase> 
</phrase_list>
</dialog>


<dialog id="bar_friend_propusk">
<dont_has_info>bar_dolg_propusk_done</dont_has_info>     3 
<has_info>bar_dolg_propusk_have</has_info>     
<phrase_list>
<phrase id="0">
<text>bar_friend_propusk_0</text>
<next>1</next>
</phrase> 
<phrase id="1">
<text>bar_friend_propusk_1</text>
<next>2</next>
</phrase> 
<phrase id="2">
<text>bar_friend_propusk_2</text>
<action>dan_dialog.bar_dolg_propusk_done</action>   bar_dolg_propusk_done
<give_info>bar_dolg_propusk_done</give_info>    3   
<next>3</next>
</phrase> 
<phrase id="3">
<text>bar_friend_propusk_3</text>
<give_info>bar_dolg_base_pass</give_info>         .
<give_info>bar_dolg_community_start</give_info>
<give_info>bar_dolg_community_leader</give_info> 
</phrase> 
</phrase_list>
</dialog>
         2 .             bar_dolg_propusk_have.     
.  dan_dialog    .

function bar_dolg_propusk_have(task, objective)      
if db.actor ~= nil then 
return db.actor:object("af_armor_3") ~= nil
end
return false
end

function bar_dolg_propusk_done(first_speaker, second_speaker)     
dialogs.relocate_item_section(second_speaker, "af_armor_3", "out")
second_speaker:set_relation(game_object.friend, first_speaker)     .
end

   .    ,   ,    ,      .


,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,
function bar_dolg_propusk_done(first_speaker, second_speaker)     
dialogs.relocate_item_section(second_speaker, "af_armor_3", "out",)
second_speaker:set_relation(game_object.friend, first_speaker)     .
end


    .   "out"  .     .



////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////


...  HTML  ?
    ))

 "bar_dialogs.xml"
...
<phrase id="1"> --   
<text>text1</text> -- ,     -   
<next>2</next> --  ()    -  ,     id
</phrase> --   

<phrase id="2"> --   ,      
<text>text2</text> --       
</phrase> --   
...


 "stable_bar_dialogs.xml"

...
<string id="text1"> --   
<text> </text> --    
</string> --   

<string id="text2">
<text>,   </text>
</string>
...


