diff --git a/Assembly-CSharp.csproj b/Assembly-CSharp.csproj
index 516cc3a37..b8298c8f0 100644
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diff --git a/Assets/Animations/Player.meta b/Assets/Animations/Player.meta
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diff --git a/Assets/Animations/Player/Sword And Shield Block Idle.fbx b/Assets/Animations/Player/Sword And Shield Block Idle.fbx
new file mode 100644
index 000000000..789ca303c
Binary files /dev/null and b/Assets/Animations/Player/Sword And Shield Block Idle.fbx differ
diff --git a/Assets/Animations/Player/Sword And Shield Block Idle.fbx.meta b/Assets/Animations/Player/Sword And Shield Block Idle.fbx.meta
new file mode 100644
index 000000000..093300491
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diff --git a/Assets/Scripts.meta b/Assets/Scripts.meta
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diff --git a/Assets/Scripts/Dialogue.cs b/Assets/Scripts/Dialogue.cs
new file mode 100644
index 000000000..49cd670c2
--- /dev/null
+++ b/Assets/Scripts/Dialogue.cs
@@ -0,0 +1,24 @@
+using System.Collections.Generic;
+
+[System.Serializable]
+public class Dialogue
+{
+ public string npcId;
+ public string name;
+ public List sentences;
+ public List options;
+}
+
+[System.Serializable]
+public class DialogueOption
+{
+ public string text;
+ public DialogueOutcome outcome;
+}
+
+[System.Serializable]
+public class DialogueOutcome
+{
+ public List quests;
+ public Dialogue dialogue;
+}
diff --git a/Assets/Scripts/Dialogue.cs.meta b/Assets/Scripts/Dialogue.cs.meta
new file mode 100644
index 000000000..266611191
--- /dev/null
+++ b/Assets/Scripts/Dialogue.cs.meta
@@ -0,0 +1,2 @@
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diff --git a/Assets/Scripts/DialogueDatabase.cs b/Assets/Scripts/DialogueDatabase.cs
new file mode 100644
index 000000000..aef5c2bef
--- /dev/null
+++ b/Assets/Scripts/DialogueDatabase.cs
@@ -0,0 +1,98 @@
+using UnityEngine;
+using System.Collections.Generic;
+using System;
+
+[System.Serializable]
+public class DialogueEntry
+{
+ public string npcId;
+ public string npcName;
+ public List dialogues;
+}
+
+[System.Serializable]
+public class DialogueDatabase : MonoBehaviour
+{
+ [SerializeField] private List entries;
+ private Dictionary dialogueDictionary;
+
+ private static DialogueDatabase instance;
+ public static DialogueDatabase Instance
+ {
+ get
+ {
+ if (instance == null)
+ {
+ instance = FindObjectOfType();
+ if (instance == null)
+ {
+ GameObject obj = new GameObject("DialogueDatabase");
+ instance = obj.AddComponent();
+ }
+ }
+ return instance;
+ }
+ }
+
+ private void Awake()
+ {
+ if (instance == null)
+ {
+ instance = this;
+ DontDestroyOnLoad(gameObject);
+ InitializeDictionary();
+ }
+ else if (instance != this)
+ {
+ Destroy(gameObject);
+ }
+ }
+
+ private void InitializeDictionary()
+ {
+ dialogueDictionary = new Dictionary();
+ foreach (DialogueEntry entry in entries)
+ {
+ dialogueDictionary[entry.npcId] = entry;
+ }
+ }
+
+ public Dialogue GetRandomDialogue(string npcId)
+ {
+ if (dialogueDictionary.TryGetValue(npcId, out DialogueEntry entry))
+ {
+ if (entry.dialogues.Count > 0)
+ {
+ int randomIndex = UnityEngine.Random.Range(0, entry.dialogues.Count);
+ return entry.dialogues[randomIndex];
+ }
+ }
+ return null;
+ }
+
+ public Dialogue GetSpecificDialogue(string npcId, int dialogueIndex)
+ {
+ if (dialogueDictionary.TryGetValue(npcId, out DialogueEntry entry))
+ {
+ if (dialogueIndex >= 0 && dialogueIndex < entry.dialogues.Count)
+ {
+ return entry.dialogues[dialogueIndex];
+ }
+ }
+ return null;
+ }
+
+ public bool HasDialogue(string npcId)
+ {
+ return dialogueDictionary.ContainsKey(npcId);
+ }
+
+ public string GetNPCName(string npcId)
+ {
+ if (dialogueDictionary.TryGetValue(npcId, out DialogueEntry entry))
+ {
+ return entry.npcName;
+ }
+ return "Unknown NPC";
+ }
+}
diff --git a/Assets/Scripts/DialogueDatabase.cs.meta b/Assets/Scripts/DialogueDatabase.cs.meta
new file mode 100644
index 000000000..711dbd5bf
--- /dev/null
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@@ -0,0 +1,2 @@
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diff --git a/Assets/Scripts/DialogueManager.cs b/Assets/Scripts/DialogueManager.cs
new file mode 100644
index 000000000..910e5c110
--- /dev/null
+++ b/Assets/Scripts/DialogueManager.cs
@@ -0,0 +1,140 @@
+using UnityEngine;
+using System.Collections.Generic;
+using System.Collections;
+using UnityEngine.UI;
+
+public class DialogueManager : MonoBehaviour
+{
+ [Header("UI Elements")]
+ [SerializeField] private GameObject dialoguePanel;
+ [SerializeField] private Text dialogueText;
+ [SerializeField] private GameObject optionsPanel;
+ [SerializeField] private RectTransform optionsContainer;
+ [SerializeField] private GameObject optionPrefab;
+
+ [Header("Dialogue Settings")]
+ [SerializeField] private float textSpeed = 0.05f;
+ [SerializeField] private float dialogueDelay = 1f;
+
+ private Queue sentences;
+ private Dialogue currentDialogue;
+ private bool isTyping;
+ private bool isDialogueActive;
+
+ private void Start()
+ {
+ sentences = new Queue();
+ dialoguePanel.SetActive(false);
+ optionsPanel.SetActive(false);
+ }
+
+ public void StartDialogue(string npcId)
+ {
+ Dialogue dialogue = DialogueDatabase.Instance.GetRandomDialogue(npcId);
+ if (dialogue == null)
+ {
+ Debug.LogWarning($"No dialogue found for NPC with ID: {npcId}");
+ return;
+ }
+
+ currentDialogue = dialogue;
+ isDialogueActive = true;
+ dialoguePanel.SetActive(true);
+ sentences.Clear();
+
+ foreach (string sentence in dialogue.sentences)
+ {
+ sentences.Enqueue(sentence);
+ }
+
+ DisplayNextSentence();
+ }
+
+ public void DisplayNextSentence()
+ {
+ if (isTyping)
+ return;
+
+ if (sentences.Count == 0)
+ {
+ EndDialogue();
+ return;
+ }
+
+ string sentence = sentences.Dequeue();
+ StartCoroutine(TypeSentence(sentence));
+ }
+
+ private IEnumerator TypeSentence(string sentence)
+ {
+ isTyping = true;
+ dialogueText.text = "";
+
+ foreach (char letter in sentence.ToCharArray())
+ {
+ dialogueText.text += letter;
+ yield return new WaitForSeconds(textSpeed);
+ }
+
+ isTyping = false;
+
+ if (currentDialogue.options != null && currentDialogue.options.Count > 0)
+ {
+ ShowOptions(currentDialogue.options);
+ }
+ }
+
+ private void ShowOptions(List options)
+ {
+ optionsPanel.SetActive(true);
+ optionsContainer.sizeDelta = new Vector2(optionsContainer.sizeDelta.x, options.Count * 50);
+
+ foreach (Transform child in optionsContainer)
+ {
+ Destroy(child.gameObject);
+ }
+
+ foreach (DialogueOption option in options)
+ {
+ GameObject optionObj = Instantiate(optionPrefab, optionsContainer);
+ Button button = optionObj.GetComponent