This is an old revision of the document!
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.
|New Resource||Opens the New Resource dialog (with “Dialogue” selected for the resource type).|
|Save||Saves changes to the dialogue.|
|Save As||Saves a copy of the dialogue to a new file.|
The Dialogue Graph is the visual workspace where you will build your dialogue. Once you have added nodes to your dialogue, you can click and drag to move them around. To connect two nodes together, click and hold on the output connector of one then drag to the input connector of another and release. In order to have a valid dialogue, you need at least one node connected to the Start node. Nodes can be removed from the Dialogue Graph by clicking on their “X” button located in the upper right corner of the node.
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.
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.
The NPC's default portrait (as defined in the Voxel Editor) can be overridden for a specific node by selecting an image from the “Portrait” dropdown box. Selecting “None” will cause the portrait to be hidden.
The “Speaker” setting is used by the game to determine the name that is displayed for the speaker, along with its text color. Each setting is described in the table below.
|Initiating NPC||Character from which the dialogue was started determines the speaker name and the text color.|
|Entity ID||Character having the specified entity ID determines the speaker name and the text color.|
|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.|
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.
The player's default portrait (as defined in the Voxel Editor) can be overridden for a specific node by selecting an image from the “Portrait” dropdown box. Selecting “None” will cause the portrait to be hidden.
You can connect more than one “Player” node to the output connector of another node. Doing so will provide the player with a list of responses to choose from and allow the dialogue to be branched based upon the player's response.