Editing .npc

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
A '''.NPC File''' defines an [[npc]]. It uses a variety of options to customize the npc to the [[modder|modder's]] liking.
A '''.NPC File''' dictates the make up of an [[npc]]. It uses a variety of options to customize the npc to the [[modder|modder's]] liking.


== Format ==
== Format ==
Line 6: Line 6:
Traditionally, an .npc file is simply a text file, like .txt, renamed to the .npc extension. At the top of file, add the npc name you want your npc to have. This is the name you will use to [[NPC (Command)|spawn]] your npc. Then, on a new line, type an opening bracket ('{'). Then add your modifiers. Your modifiers are options with arguments that make up the npc's attributes. Then, finish off the file with a closing bracket. Your syntax should be as follows:
Traditionally, an .npc file is simply a text file, like .txt, renamed to the .npc extension. At the top of file, add the npc name you want your npc to have. This is the name you will use to [[NPC (Command)|spawn]] your npc. Then, on a new line, type an opening bracket ('{'). Then add your modifiers. Your modifiers are options with arguments that make up the npc's attributes. Then, finish off the file with a closing bracket. Your syntax should be as follows:


<!-- mind the space, this turns it into a pre block (i.e. keeps formatting) -->
{| class="wikitable"
<nowiki>[npc name]
|-
{
| [npc name]<br />{<br />[modifiers]<br />}
[modifiers]
|}
}</nowiki>


You can add more than one npc per .npc file, just be sure to properly name and close off each npc with brackets.
You can add more than one npc per .npc file, just be sure to properly name and close off each npc with brackets.
Line 17: Line 16:
Each modifier defines an npc characteristic, and requires an argument. Simply give a new line to each modifier, with the argument directly following the modifier after a space. For example, if you wanted your npc to have a "playermodel" of "kyle" and an "aim" value of "5", you would type:
Each modifier defines an npc characteristic, and requires an argument. Simply give a new line to each modifier, with the argument directly following the modifier after a space. For example, if you wanted your npc to have a "playermodel" of "kyle" and an "aim" value of "5", you would type:


<nowiki>playermodel kyle
{| class="wikitable"
aim 5</nowiki>
|-
 
| playermodel kyle<br />aim 5
== NPC classes ==
|}
==== Special classes ====
* <code>CLASS_PLAYER</code>
* <code>CLASS_VEHICLE</code>
 
==== New Republic / Kyle's allies ====
* <code>CLASS_BESPIN_COP</code>
* <code>CLASS_REBEL</code>
* <code>CLASS_JAN</code>
* <code>CLASS_LANDO</code>
* <code>CLASS_MONMOTHMA</code>
* <code>CLASS_MORGAN</code>
* <code>CLASS_PRISONER</code>
 
==== Imperials ====
* <code>CLASS_IMPERIAL</code>
* <code>CLASS_IMPWORKER</code>
* <code>CLASS_STORMTROOPER</code>
* <code>CLASS_SWAMPTROOPER</code>
* <code>CLASS_HAZARD_TROOPER</code>
* <code>CLASS_ROCKETTROOPER</code>
* <code>CLASS_SABOTEUR</code>
 
==== Aliens ====
Hostile
* <code>CLASS_GRAN</code>
* <code>CLASS_RODIAN</code>
* <code>CLASS_TRANDOSHAN</code>
* <code>CLASS_WEEQUAY</code>
* <code>CLASS_NOGHRI</code>
* <code>CLASS_TUSKEN</code>
 
Non-hostile
* <code>CLASS_BARTENDER</code>
* <code>CLASS_JAWA</code>
* <code>CLASS_UGNAUGHT</code>
 
==== Jedi ====
* <code>CLASS_JEDI</code>
* <code>CLASS_KYLE</code>
* <code>CLASS_LUKE</code>
 
* <code>CLASS_REBORN</code>
* <code>CLASS_SHADOWTROOPER</code>
 
==== Droids and mechs ====
Friendly
* <code>CLASS_SEEKER</code>
 
Hostile
* <code>CLASS_REMOTE</code>
* <code>CLASS_INTERROGATOR</code>
* <code>CLASS_PROBE</code>
* <code>CLASS_SENTRY</code>
 
* <code>CLASS_ASSASSIN_DROID</code>
* <code>CLASS_SABER_DROID</code>
* <code>CLASS_MARK1</code>
* <code>CLASS_MARK2</code>
* <code>CLASS_ATST</code>
 
Non-hostile
* <code>CLASS_MOUSE</code>
* <code>CLASS_GONK</code>
* <code>CLASS_PROTOCOL</code>
* <code>CLASS_R2D2</code>
* <code>CLASS_R5D2</code>
 
==== Beasts ====
* <code>CLASS_MINEMONSTER</code>
* <code>CLASS_HOWLER</code>
* <code>CLASS_RANCOR</code>
* <code>CLASS_SAND_CREATURE</code>
* <code>CLASS_WAMPA</code>
* <code>CLASS_GLIDER</code> (not fully implemented?)
 
==== Bosses ====
* <code>CLASS_BOBAFETT</code>
* <code>CLASS_GALAK_MECH</code>
* <code>CLASS_REELO</code>
 
* <code>CLASS_ALORA</code>
* <code>CLASS_DESANN</code>
* <code>CLASS_TAVION</code>


== Modifiers ==
== Modifiers ==


===Basic Modifiers===
===Basic Modifiers===
* <code>playermodel</code> - Tells the game what [[model]] to use for this npc. Valid values for this modifier include any [[playermodel]] in the base/models/players directory.
* "playermodel". Tells the game what [[model]] to use for this npc. Valid values for this modifier include any [[playermodel]] in the base/models/players directory.
* <code>weapon</code> - Depicts what weapon the npc will use. Valid values are any [[weapon]] type, however WP_NONE only works with a few classes. Some NPC types can switch between multiple weapons, like Grans or Boba Fett.
* "weapon". Depicts what weapon the npc will use. Valid values are any [[weapon]] type, however WP_NONE only works with a few classes.
* <code>playerTeam</code> - Defines the npc's allegiance. Valid values are "TEAM_PLAYER", "TEAM_ENEMY", and "TEAM_NEUTRAL". "TEAM_FREE" means you have no allegiance.
* "playerTeam". Defines the npc's allegiance. Valid values are "TEAM_PLAYER", "TEAM_ENEMY", and "TEAM_NEUTRAL".
* <code>enemyTeam</code> - Tells the game what team the npc opposes. Valid values are "TEAM_PLAYER", "TEAM_ENEMY", and "TEAM_NEUTRAL".
* "enemyTeam". Tells the game what team the npc opposes. Valid values are "TEAM_PLAYER", "TEAM_ENEMY", and "TEAM_NEUTRAL".
* <code>health</code> - Sets the [[health]] of the npc. Valid values are any positive integer, however the player may receive an error notice if the value is too large or "0".
* "health". Sets the [[health]] of the npc. Valid values are any positive integer, however the player may receive an error notice if the value is too large or "0".
* <code>saber</code> - Tells the npc what [[hilt]] to use. Valid values are any [[.SAB File|lightsaber names]].
* "saber". Tells the npc what [[hilt]] to use. Valid values are any [[.SAB File|lightsaber names]].
* <code>saberColor</code> - Optional modifier that tells the saber what color the blade should be. Valid colors are red, blue, green, yellow, orange, purple, and random. However, this information is usually defined in the [[.SAB File|.sab file]].
* "saberColor". Optional modifier that tells the saber what color the blade should be. Valid colors are red, blue, green, yellow, orange, purple, and random. However, this information is usually defined in the [[.SAB File|.sab file]].
* <code>saberStyle</code> - Says what [[Category:Styles|saber style]] to use. Valid values are 1 ([[Fast Style]]), 2 ([[Medium Style]]), 3 ([[Strong Style]]), 4 ([[Desann Style]]), 5 ([[Tavion Style]]), 6 ([[Duals]]), and 7 ([[Staff]]).
* "saberStyle". Says what [[saber style]] to use. Valid values are 1 ([[Blue Style]]), 2 ([[Yellow Style]]), 3 ([[Red Style]]), 4 ([[Desann Style]]), and 5 ([[Tavion Style]]).


===Force Powers===
===Force Powers===
All of the following values set the npc's ability to use certain [[force]] powers. Valid values are 0-3, except for the powers noted below. Any positive integer greater than 3 (or whatever the highest level is) will be treated as level 3/highest level for that power.
All of the following values set the npc's ability to use certain [[force]] powers. Valid values are 0-4, however any positive integer greater than 4 will be treated as a 4.
{| class="wikitable"
 
! name !! note
* FP_HEAL
|-
* FP_LEVITATION
| FP_HEAL         ||
* FP_SPEED
|-
* FP_PUSH
| FP_LEVITATION   ||
* FP_PULL
|-
* FP_TELEPATHY
| FP_SPEED         ||
* FP_GRIP
|-
* FP_LIGHTNING
| FP_PUSH         ||
* FP_RAGE
|-
* FP_PROTECT
| FP_PULL         || kyle_boss has pull 4, this effect likely cannot be duplicated however
* FP_ABSORB
|-
* FP_DRAIN
| FP_TELEPATHY     ||
* FP_SEE
|-
* FP_SABERTHROW
| FP_GRIP         ||
* FP_SABER_DEFENSE  
|-
* FP_SABER_OFFENSE  
| FP_LIGHTNING     ||
|-
| FP_RAGE         ||
|-
| FP_PROTECT       ||
|-
| FP_ABSORB       ||
|-
| FP_DRAIN         ||
|-
| FP_SEE       || NPCs may not use this power, not entirely sure
|-
| FP_SABERTHROW   ||
|-
| FP_SABER_DEFENSE ||
|-
| FP_SABER_OFFENSE || This goes up to level 7 for the player, and 9 for NPCs, and increases their saber locking strength and their attack complexity, however, it is not recommended setting it past 3, but rather using custom .sab files or NPC stats to get these effects
|}


===Attributes===
===Attributes===
The following modifiers affect the npc's attributes. The only valid values are integers between 0 and 5.
The following modifiers affect the npc's attributes. The only valid values are integers between 0 and 5.


{| class="wikitable"
* "aggression". Determines how likely an npc is to attack.
! name        !! description
* "aim". Determines how good the npc's aim is.
|-
* "evasion". How likely the npc is to take cover or to try to evade your attacks.
| aggression  || Determines how likely an npc is to attack.
* "move". Determines the complexity of an npc's moves in combat.
|-
* "intelligence". Determines the intelligence of the npc.
| aim         || Determines how good the npc's aim is.
* "reactions". How quickly an npc will react.
|-
| evasion     || How likely the npc is to take cover or to try to evade your attacks.
|-
| move         || Determines the complexity of an npc's moves in combat.
|-
| intelligence || Determines the intelligence of the npc.
|-
| reactions   || How quickly an npc will react.
|}


===Size===
===Size===
Modifiers that determine the size and scale of the npc's model.
Modifiers that determine the size and scale of the npc's model.


{| class="wikitable"
* "scaleX". Determines the horizontal scale of the model. 100 is the default value.
! name  !! description
* "scaleY". Determines the vertical scale of the model. 100 is the default value.
|-
* "scaleZ". Determines the model's scale on the "Z" axis. 100 is the default value.
| scaleX || Determines the scale of the model on the forward-back-axis. 100 is the default value.
* "scale". Overall scale of the model. Modifying this sets all of the above modifiers to the indicated value. 100 is default.
|-
| scaleY || Determines the vertical scale of the model. 100 is the default value.
|-
| scaleZ || Determines the model's scale on the left-right-axis. 100 is the default value.
|-
| scale || Overall scale of the model. Modifying this sets all of the above modifiers to the indicated value. 100 is default.
|}


===Special Attributes===
===Special Attributes===
The following modifiers affect how the npc perceives the "world" of the game.
The following modifiers affect how the npc perceives the "world" of the game.


{| class="wikitable"
* "earshot". How far in map units the npc can hear, in [[map]] units. 1024 is the default value.
! name          !! description
* "hfov". The horizontal field of view, in angles.
|-
* "vfov". The vertical field of view, in angles.
| earshot      || How far in map units the npc can hear, in [[map]] units. 1024 is the default value.
* "shootDistance". Overrides current the npc weapon's max range. This is not used by default.  
|-
* "vigilance". How likely an npc will be able to notice something. Valid values are decimals between 0 and 1. Default is 0.1.
| hfov         || The horizontal field of view, in angles.
* "visrange". How far away and npc can see something, in map units. Default is 1024.
|-
| vfov         || The vertical field of view, in angles.
|-
| shootDistance || Overrides current the npc weapon's max range. This is not used by default.  
|-
| vigilance     || How likely an npc will be able to notice something. Valid values are decimals between 0 and 1. Default is 0.1.
|-
| visrange     || How far away and npc can see something, in map units. Default is 1024.
|}


===Class Modifier===
===Class Modifier===
Line 214: Line 87:
These modifiers tell the game what speed to use for the npc's movement.
These modifiers tell the game what speed to use for the npc's movement.


{| class="wikitable"
* "moveType". Tells the game what type of movement to use. Valid choices are "runjump", "static", "walk", and "flyswim". However, this is not changed by default and shouldn't be modified except if the npc's is a flier or a droid.
! name      !! description
* "yawSpeed". How quickly an npc can turn. 120 is used by most npcs.
|-
* "walkSpeed". How fast an npc can walk. 55 is used by most npcs.
| moveType  || Tells the game what type of movement to use. Valid choices are "runjump", "static", "walk", and "flyswim". However, this is not changed by default and shouldn't be modified except if the npc's is a flier or a droid.
* "runSpeed". How fast an npc can run. 200 is used by most npcs.
|-
| yawSpeed || How quickly an npc can turn. 120 is used by most npcs.
|-
| walkSpeed || How fast an npc can walk. 55 is used by most npcs.
|-
| runSpeed || How fast an npc can run. 200 is used by most npcs.
|}


===Sound===
===Sound===
These modifiers tell the game what [[voice overs]] to use for the npc.
These modifiers tell the game what [[voice overs]] to use for the npc.


{|
* "snd". Tells the game what directory in the sound/chars directory to locate the general sounds.  
! name      !! description
* "sndcombat". Tells the game what directory in the sound/chars directory to locate for battle sounds, like grunts and [[taunt]]s.  
|-
* "sndjedi". * "snd". Tells the game what directory in the sound/chars directory to locate the [[Jedi]] specific [[sound effects]].
| snd       || Tells the game what directory in the sound/chars directory to locate the general sounds.  
|-
| sndcombat || Tells the game what directory in the sound/chars directory to locate for battle sounds, like grunts and [[taunt]]s.  
|-
| sndjedi   || Tells the game what directory in the sound/chars directory to locate the [[Jedi]] specific [[sound effects]].
|}


===Dismemberment===
===Dismemberment===
The following modifiers indicate the probability of a limb being hewed off by a lightsaber. Valid values are integers between 0 (don't [[dismember]]) and 100 (always dismembers).
The following modifiers indicate the probability of a limb being hewed off by a lightsaber. Valid values are integers between 0 (don't [[dismember]]) and 100 (always dismembers).


* dismemberProbHead
* "dismemberProbHead".
* dismemberProbArms
* "dismemberProbArms".
* dismemberProbHands
* "dismemberProbHands".
* dismemberProbLegs
* "dismemberProbLegs".
* dismemberProbWaist
* "dismemberProbWaist".


===Droid/Odd Modifiers===
===Droid/Odd Modifiers===
This is a miscellaneous category of modifiers. They either don't really fit in with any of the above category, or are rarely used, or used for droids and troopers.
This is a miscellaneous category of modifiers. They either don't really fit in with any of the above category, or are rarely used, or used for droids and troopers.


{| class="wikitable"
* "sex". Determines the gender of the npc. Valid values are "male" and "female". This may affect sounds/animations slightly?
! name                !! description
* "race". Determines the race of the npc. Valid values are unknown at this time. Pretty sure this has no use in JKA. Documentation is severely out dated on the subject. Some include "bot" and "human".
|-
* "rank". What rank to use for the npc. Lowest rank is civilian, highest is captain. This affects how smart and skillful an NPC is in general.
| sex                || Determines the gender of the npc. Valid values are "male" and "female". It's used to choose the proper pronouns in texts.
* "acceleration". Personally, this seems like a droid modifier. Documentaion states: "accel x 20fps = speed up per second, so accel of 15 means they can go from 0 to 300 in one second".
|-
* "headModel". Uses model directory for values. This is usually not used, but when it is, it can be found in droid npcs. When used, like in remote.npc, the value is "none".
| race               || Determines the race of the npc. Valid values are unknown at this time. Pretty sure this has no use in JKA. Documentation is severely out dated on the subject. Some include "bot" and "human".
* "tosoModel". Uses model directory for values. This is usually not used, but when it is, it can be found in droid npcs. When used, like in remote.npc, the value is "none".
|-
* "legsModel". Uses model directory for values. This is usually not used, but when it is, it can be found in droid npcs. When used, like in remote.npc, the value is "remote". However, a similar entry for "playermodel" can be found.
| rank               || What rank to use for the npc. Lowest rank is civilian, highest is captain. This affects how smart and skillful an NPC is in general.
* "headYawRangeLeft". How far left you can turn your head (angles).
|-
* "headYawRangeRight". How far right you can turn your head (angles).
| acceleration       || Personally, this seems like a droid modifier. Documentaion states: "accel x 20fps = speed up per second, so accel of 15 means they can go from 0 to 300 in one second".
* "headPitchRangeUp". How far up you can tilt your head (angles).
|-
* "headPitchRangeDown". How far down you can tilt your head (angles).
| headModel           || Uses model directory for values. This is usually not used, but when it is, it can be found in droid npcs. When used, like in remote.npc, the value is "none".
* "torsoYawRangeLeft". How far left you can turn your torso (angles).
|-
* "torsoYawRangeRight". How far right you can turn your torso (angles).
| torsoModel          || Uses model directory for values. This is usually not used, but when it is, it can be found in droid npcs. When used, like in remote.npc, the value is "none".
* "torsoPitchRangeUp". How far up you can tilt your torso (angles).
|-
* "torsoPitchRangeDown". How far down you can tilt your torso (angles).
| legsModel           || Uses model directory for values. This is usually not used, but when it is, it can be found in droid npcs. When used, like in remote.npc, the value is "remote". However, a similar entry for "playermodel" can be found.
|-
| headYawRangeLeft   || How far left you can turn your head (angles).
|-
| headYawRangeRight   || How far right you can turn your head (angles).
|-
| headPitchRangeUp   || How far up you can tilt your head (angles).
|-
| headPitchRangeDown || How far down you can tilt your head (angles).
|-
| torsoYawRangeLeft   || How far left you can turn your torso (angles).
|-
| torsoYawRangeRight || How far right you can turn your torso (angles).
|-
| torsoPitchRangeUp   || How far up you can tilt your torso (angles).
|-
| torsoPitchRangeDown || How far down you can tilt your torso (angles).
|}


===Example NPC===
===Example NPC===
Not all of the above modifiers need to be present in an npc file. Here is an example .npc file that contains information about the "kyle" npc:
Not all of the above modifiers need to be present in an npc file. Here is an example .npc file that contains information about the "kyle" npc:


<nowiki>Kyle
{| class="wikitable"
{
|-
playerModel kyle
| Kyle<br />
rank commander
{<br />
health 1000
playerModel kyle<br />
weapon WP_BRYAR_PISTOL
rank commander<br />
weapon WP_SABER
health 1000<br />
saber kyle
weapon WP_BRYAR_PISTOL<br />
saberStyle 1
weapon WP_SABER<br />
saberStyle 3
        saber kyle<br />
saberStyle 2
saberStyle 1<br />
FP_HEAL 3
saberStyle 3<br />
FP_LEVITATION 3
saberStyle 2<br />
FP_SPEED 3
FP_HEAL 3<br />
FP_PUSH 3
FP_LEVITATION 3<br />
FP_PULL 3
FP_SPEED 3<br />
FP_TELEPATHY 3
FP_PUSH 3<br />
FP_GRIP 3
FP_PULL 3<br />
FP_LIGHTNING 2
FP_TELEPATHY 3<br />
FP_SABERTHROW 3
FP_GRIP 3<br />
FP_RAGE 0
FP_LIGHTNING 2<br />
FP_PROTECT 3
FP_SABERTHROW 3<br />
FP_ABSORB 3
FP_RAGE 0<br />
FP_DRAIN 0
FP_PROTECT 3<br />
FP_SEE 3
FP_ABSORB 3<br />
FP_SABER_DEFENSE 3
FP_DRAIN 0<br />
FP_SABER_OFFENSE 3
FP_SEE 3<br />
forcePowerMax 200
FP_SABER_DEFENSE 3<br />
reactions 4
FP_SABER_OFFENSE 3<br />
aim 5
forcePowerMax 200<br />
move 3
reactions 4<br />
aggression 5
aim 5<br />
evasion 5
move 3<br />
intelligence 5
aggression 5<br />
playerTeam TEAM_PLAYER
evasion 5<br />
class CLASS_KYLE
intelligence 5<br />
snd kyle
playerTeam TEAM_PLAYER<br />
sndcombat kyle
class CLASS_KYLE<br />
sndjedi kyle
snd kyle<br />
dismemberProbHead 0
sndcombat kyle<br />
dismemberProbArms 0
sndjedi kyle<br />
dismemberProbHands 0
dismemberProbHead 0<br />
dismemberProbLegs 0
dismemberProbArms 0<br />
dismemberProbWaist 0
dismemberProbHands 0<br />
}</nowiki>
dismemberProbLegs 0<br />
dismemberProbWaist 0<br />
}<br />
|}
''The modifier "saber" has been placed in a bounding box automatically by the wiki. It is unknown why this occurs...''


== Trivia ==
== Trivia ==


===Trivia===
There are many odd npcs that can be found in the game. Examples include the following:
There are many odd npcs that can be found in the game. Examples include the following:


{|
* "Yoda". While this npc does not exist, any npc with the name Yoda is immune to force powers.
! npc name          !! description
* "Emperor". While this npc does not exist, any npc with the name Emperor only uses force powers.
|-
* "Cultist_commando". This npc uses duel pistols which fire very fast. It is the only npc that does so, and will by default. Other NPCs given the attributes of Captain rank, class_reborn, and the blaster pistol weapon can also wield dual pistols.
| Yoda             || While this npc does not exist, any npc with the name Yoda is immune to force powers.
* "Cultist_destroyer". This npc has a unique force power, called "force destruction". Basically, it's like force rage, but with a powerful suicide attack that deals massive damage on surrounding players and npcs. The [[effect]]s are referrenced, but not there.
|-
| Emperor           || While this npc does not exist, any npc with the name Emperor only uses force powers.
|-
| Cultist_commando || This npc uses dual pistols which fire very fast. It is the only npc that does so, and will by default. Other NPCs given the attributes of Captain rank, class_reborn, and the blaster pistol weapon can also wield dual pistols.
|-
| Cultist_destroyer || This npc has a unique force power, called "force destruction". Basically, it's like force rage, but with a powerful suicide attack that deals massive damage on surrounding players and npcs. The [[effect|effects]] are referenced, but not there.
|}


These npcs have been hard [[coding|coded]] into the game. Many other npcs can be found in the game with broken classes or missing assets.
These npcs have been believed to be hard [[coding|coded]] into the game. Many other npcs can be found in the game with broken classes or missing assets.


===External Links===
===External Links===


* [http://jkhub.org/topic/1467-raven-on-yoda-saber-and-emperor/?hl=yoda] - [[User:eezstreet|Eezstreet]] revealed most of the information regarding Yoda and the Emperor npcs in this topic
* [http://jkhub.org/topic/1467-raven-on-yoda-saber-and-emperor/?hl=yoda] - [[User:eezstreet|Eezstreet]] revealed most of the information regarding Yoda and the Emperor npcs in this topic
* [http://jkhub.org/topic/424-cultist-destroyer/?hl=cultist_destroyer] - Eezstreet explains  
* [http://jkhub.org/topic/424-cultist-destroyer/?hl=cultist_destroyer] - Eezstreet explains cultist_destroyer
cultist_destroyer
* [http://jediknight3.filefront.com/file/NPC_Tool_v100116;27213] - A helpful tool by Kal El. This allows you to easily make .npc files.
 
[[Category:File Types]]
Please note that all contributions to Jedi Knight Wiki | JKHub are considered to be released under the Public Domain (see JKHub:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

To edit this page, please answer the question that appears below (more info):

Cancel Editing help (opens in new window)