--Fera's dialog tree in the fortress is now complete!

Due to some frustrations around the game's inability to handle scenes where you can talk to multiple different characters who have identical names, I've added
ID[] support to more aspects of the dialog system:
--you can now use
ID[] special characters for OnTalk trigger parameters. This was much trickier and more time-consuming to program than I was hoping, unfortunately--but on the plus side, this now means that player-triggered conversations with generic characters are now much easier to accomplish!
--you can now use an
ID[] special character in lieu of the speaker name in dialog. This will not only use the correct name for the character, it will also cause the game to automatically highlight and focus the camera on the correct character even when the scene has multiple characters of the same name! (This eschews the need to rely on
AssignSpeakerAtCoords, which obviously doesn't work very well if your characters move around during the scene.)