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dialogue_editor [2017/07/24 15:17]
justin
dialogue_editor [2017/09/01 13:59] (current)
justin
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 The **Dialogue Editor** is where you will create conversations for your game's characters or narration for scripted sequences and cutscenes. Dialogue can be attached to an NPC from its [[Entity Properties]] dialog in the [[Map Editor]] or triggered from a script using the [[Start Dialogue]] function. The **Dialogue Editor** is where you will create conversations for your game's characters or narration for scripted sequences and cutscenes. Dialogue can be attached to an NPC from its [[Entity Properties]] dialog in the [[Map Editor]] or triggered from a script using the [[Start Dialogue]] function.
  
-=====Toolbar=====+=====File Toolbar=====
 ^Icon^Function^Description^ ^Icon^Function^Description^
 |{{:​wiki:​new_resource.png?​nolink|}}|New Resource|Opens the [[New Resource dialog]] (with "​Dialogue"​ selected for the resource type).| |{{:​wiki:​new_resource.png?​nolink|}}|New Resource|Opens the [[New Resource dialog]] (with "​Dialogue"​ selected for the resource type).|
 |{{:​wiki:​disk.png?​nolink|}}|Save|Saves changes to the dialogue.| |{{:​wiki:​disk.png?​nolink|}}|Save|Saves changes to the dialogue.|
 |{{:​wiki:​disk_multiple.png?​nolink|}}|Save As|Saves a copy of the dialogue to a new file.| |{{:​wiki:​disk_multiple.png?​nolink|}}|Save As|Saves a copy of the dialogue to a new file.|
 +
 +=====Node Toolbar=====
 +The Node Toolbar is for adding new nodes to your dialogue. A node represents a specific point in the dialogue where an event occurs, for example when a character speaks, a message is displayed, a condition is evaluated, or a script is triggered. Clicking on one of these toolbar buttons will add a new node of that type to the center of the editor view.
 +
 +{{:​wiki:​dialogue_editor_toolbar.png?​nolink|}}
  
 =====Dialogue Graph===== =====Dialogue Graph=====
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 {{:​wiki:​dialogue_graph.png?​nolink|}} {{:​wiki:​dialogue_graph.png?​nolink|}}
 +
 +=====Dialogue Graph Toolbar=====
 +^Function^Description^
 +|Duplicate|Creates a copy of all selected nodes in the dialogue graph (including any connections between the selected nodes).|
 +|Select All|Selects all nodes in the dialogue graph.|
 +|Select None|Deselects any selected nodes in the dialogue graph.|
  
 =====Node Types===== =====Node Types=====
-There are several different types of nodes that can be added to a dialogue graph. Refer to each section below for an explanations ​of that node type's purpose and any options that can be set.+There are several different types of nodes that can be added to a dialogue graph. Refer to each section below for an explanation ​of that node type's purpose and any options that can be set.
 <WRAP group> <WRAP group>
 <WRAP column 58%> <WRAP column 58%>
 ====NPC Node==== ====NPC Node====
-**NPC nodes** are for dialogue spoken by non-player characters (i.e. characters other than the player). Clicking the "​Edit"​ button allows you to enter the text that will be displayed in the dialogue box when this node is reached.+**NPC nodes** are for dialogue spoken by non-player characters (i.e. characters other than the player). Clicking the "​Edit"​ button allows you to enter the text that will be displayed in the game'​s ​dialogue box when this node is reached.
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 \\ \\
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 </​WRAP>​ </​WRAP>​
 <WRAP group> <WRAP group>
-<WRAP column> 
-{{:​wiki:​dialogue_speaker_example.png?​nolink|}} 
-</​WRAP>​ 
 <WRAP column 70%> <WRAP column 70%>
 ^Speaker Setting^Description^ ^Speaker Setting^Description^
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 |Custom Name|Speaker name is overridden with the specified text.| |Custom Name|Speaker name is overridden with the specified text.|
 |Custom Name/​Color|Speaker name and its color are overridden with the specified name and text color.| |Custom Name/​Color|Speaker name and its color are overridden with the specified name and text color.|
 +</​WRAP>​
 +<WRAP column>
 +{{:​wiki:​dialogue_speaker_example.png?​nolink|}}
 </​WRAP>​ </​WRAP>​
 </​WRAP>​ </​WRAP>​
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 <WRAP column 58%> <WRAP column 58%>
 ====Player Node==== ====Player Node====
-**Player nodes** are for dialogue spoken by the player character. Clicking the "​Edit"​ button allows you to enter the text that will be displayed in the dialogue box when this node is reached.+**Player nodes** are for dialogue spoken by the player character. Clicking the "​Edit"​ button allows you to enter the text that will be displayed in the game'​s ​dialogue box when this node is reached.
 \\ \\
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 <WRAP column 58%> <WRAP column 58%>
 ====Message Node==== ====Message Node====
-**Message nodes**+**Message nodes** ​are used to display any general text that is not spoken by a character, for example to describe an event that is occurring in the scene. 
 +\\ 
 +\\ 
 +Clicking the "​Edit"​ button allows you to enter the text that will be displayed in the game's dialogue box when this node is reached. This is similar to using the [[Display Message]] function in a script.
 </​WRAP>​ </​WRAP>​
 <WRAP column> <WRAP column>
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 <WRAP column 58%> <WRAP column 58%>
 ====Condition Node==== ====Condition Node====
-**Condition nodes**+**Condition nodes** ​provide a way of branching the dialogue based on the results of a conditional expression being evaluated. 
 +\\ 
 +\\ 
 +Clicking the "​Edit"​ button opens the [[Conditional Expression Builder]], allowing you to define the conditional expression that will be evaluated when this node is reached. If the condition is met (i.e. evaluates to true), then the dialogue will proceed to the node connected to the "​Then"​ output connector. Otherwise, it will proceed to the node connected to the "​Else"​ output connector.
 </​WRAP>​ </​WRAP>​
 <WRAP column> <WRAP column>
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 <WRAP column 58%> <WRAP column 58%>
 ====Script Node==== ====Script Node====
-**Script nodes**+**Script nodes** ​provide a way to trigger scripts during the dialogue, for example to give an item to the player or move the camera to a different viewpoint. You can choose between either a "Quick Script"​ or a "​Resource"​ (i.e. an existing script file). If the "Quick Script"​ option is selected, clicking the "​Build"​ button will open the [[Quick Script Builder]]. 
 +\\ 
 +\\ 
 +The "Pause until complete"​ checkbox determines whether or not the dialogue will wait for the script to complete before proceeding. For example, if the script includes a timed camera movement and "Pause until complete"​ is checked, the dialogue will not proceed until the camera movement has finished.
 </​WRAP>​ </​WRAP>​
 <WRAP column> <WRAP column>
dialogue_editor.1500934620.txt.gz · Last modified: 2017/07/24 15:17 by justin