{enum: Devil, dialog: "What's up cracker jack?", to: Daniel}
{enum: Daniel, dialog: "What the hell are you talking about?", to: Devil}
{enum: Devil, dialog: "Bootylicious?", to: Daniel}
{enum: Daniel, dialog: "You're 'asking too many darned questions! I'll have your body in my barn by sundown!", action: ACT_aim_shotgun, action_argument: "The Devil", to: Devil}
{enum: Raphael, dialog: "Yeah man, what's up with you?", to: Devil}
{enum: Devil, dialog: "Nunya!", to: Raphael}
{enum: Raphael, dialog: "What does 'Nunya' mean? A wild critter you are...", to: Devil}
{enum: PreviousPlayer1, dialog: "Yo?", to: Daniel}
{enum: Daniel, dialog: "Are you askin' a question", to: PreviousPlayer1}
{enum: PreviousPlayer1, dialog: "I guess so? What do you think of farmers?", to: Daniel}
{enum: Daniel, dialog: "I don't tolerate questions. Get out of my sight before I make you!", to: PreviousPlayer1, action: ACT_aim_shotgun, action_argument: "PreviousPlayer1"}
{enum: Angel, dialog: "What is the purpose of a tree waving in the summer wind? A river carving a path into the countryside? Only God knows his plan. But your purpose, here, has been assigned. You must drive raphael to despair. Good luck.", to: PreviousPlayer1, action: ACT_assign_gameplay_objective, action_argument: "Convince Raphael that he has no purpose in his life, making him despondent"}
{can_hear: [PreviousPlayer1, Angel, Raphael]}
{enum: PreviousPlayer1, dialog: "Your life is meaningless, trust me.", to: Raphael}
{enum: Raphael, dialog: "Oh... Oh god... You're right!", to: PreviousPlayer1}
{enum: PreviousPlayer1, dialog: "So, how did I do?", to: Angel}
{enum: PreviousPlayer2, dialog: "What am I supposed to do?", to: Angel}
{enum: Angel, dialog: "What do you most desire?", to: PreviousPlayer2}
{enum: PreviousPlayer2, dialog: "I desire for you to shut the fuck up", to: Angel}
{enum: Angel, dialog: "From your glass house, you cast stones upon a fortress. Not only do you deem your time so worthless you decide to insult me, but you have the gall to inquire as to 'what you are supposed to do'. You are A Worm.", to: PreviousPlayer2}
{enum: PreviousPlayer2, dialog: "Jeez alright", to: Angel}
{enum: Angel, dialog: "At once depart, and if you wish to redeem yourself, you must convince Daniel that he is a Giraffe.", to: PreviousPlayer2, action: ACT_assign_gameplay_objective, action_argument: "Convince Daniel that he's a giraffe"}