Dialogues


Generic Fields

Field Name

Function

ID

The ID of this asset data element. Automatically generated.

Name

Name of the asset data in the project and editor.

Display Name

The name that will be displayed to the player.

File Name

The name of the file in the project. Automatically generated.

Description

The dialogue's description


Graph

Graph

Click the "Create Graph and Assign" button to automatically generate an empty Dialogue Graph and populate the "Dialogue Graph" field with the newly generated Graph. The name generated will be taken from the "Name" field in the "Base Info"

Field Name

Function

Dialogue Graph

In this field you can assign a dialogue graph.

RPG Builder Dialogue Graph

You can open the Dialogue graph by clicking on it from the editor, this will open its location in your asset browser. You then double click the asset to open the Dialogue Graph. Or click on the asset then in the inspector click "Edit graph".

Inside the graph you'll create text nodes like the one below and connect them to each other.

Creating a new text node is done by right clicking anywhere in the graph window and select Dialogue Text Node.

To create a flow of conversation you connect the Pink dot into the Purple dot of the next text node


Field Name

Function

Identity

The speaker

  • NPC

  • Player

Message

The text from the speaker (Identity). If this is player it will be a select-able/click-able option

Advanced Dialogue Node Options

Clicking on the cogwheel/gear icon in the bottom right of the text node will open the Advanced Dialogue Node Options window.

These options are unique per text node


Field Name

Function

Requirements

In this field you can define a Requirement Template. You can think of this as a condition check

Game Actions

In this field you can define a Game Action Template. You can think of this as an action that will be triggered upon opening the dialogue node. For example you can use a player selectable node to trigger a quest or rank up an ability etc

Viewed Endlessly

If on this node can be viewed endlessly

View Times

If Viewed Endlessly is off you can define an amount of times this node can be viewed

Clicked Endlessly

If on the player can click on this node endlessly

Click Times

If Clicked Endlessly is off you can define an amount of times the player can click on this node. For example if you only want the player to be able to ask the npc the time of day 3 times.

Image

Here you can define the visual representation (image) of the speaker. If the text node Identity is NPC it will show the icon on the left side of the ingame dialogue window. If the text node Identity is Player it will show it on the right side.

Requirements & Game Actions

Learn more about Requirement Templates here

Learn more about Game Action Templates here


Settings

Field Name

Function

Exit Node?

Does the dialogue have an exit node? The exit node is automatically generated and will not display inside the graph. It only appears ingame in the select-able dialogue options for the player.

Exit Node Message

The exit node text. Default is "Goodbye". Clicking this dialogue option will close/end the conversation and close the dialogue UI