- Open Dialogue Window (Tools > Pixel Crushers > Dialogue System > Dialogue Editor)
- Press Conversations tab
- Press the Plus (+) icon, and a new conversation will be created.
- Within the inspector window, give the conversation a title of “CharacterInitials #” and a description. The naming convention is critical.
- Assign an Actor and Conversant (The actor is the character that is speaking, and the Conversant is the character that is listening)
- Within the Conversation you would like to create Nodes in, right-click on the Node you would like to branch off of, select Create Child Node, and a new Node will be created and linked. If you create multiple child nodes from the same Node, it will give the player more choices. Assuming the Conversant from the Parent Node is the Player.
- Select the node and assign it a title and description, if necessary.
- Go down to Dialogue Text and add text that will be spoken by the current Actor (You can also double-click the node to edit the Dialogue Text)
- Left-click the Node you want to link to another Node (You can also Shift + Left Click to select multiple Nodes that need to be linked to one Node)
- Right-click and select Make Link.
- Drag the link onto another Node.
- Press and hold Left Click on the empty space (grids), then hold CTRL.
- Drag the mouse over the nodes you want to group.
- Release the left click, and a group will be made.
- Press on the bar where it says Group, name the Group, and give it a color if needed
- Conversations point to each other by referencing their chapter numbers. So be sure the naming convention is followed. Decide which chapter should run next and remember that number.
- Select the ending conversation node: in the inspector, find the script box.
- Either use the 3 dots to open the dropdown and set Variable> CharacterInitial to “##”
OR paste this with an updated number.
Variable["CharacterInitial"] = ##;
Increasing/Decreasing Reputation
Click on the Dialogue Node that you want to affect the Reputation of a character.
- Select the ending conversation node: in the inspector, find the script box.
- Either use the 3 dots to open the dropdown and set ……..
OR paste this with an updated Chara Name, Chara Initials, and the amount of change as a whole #.
Decrease Rep
DecRelationship( Actor["CharacterName"], Actor["Player"], "Rep-CharacterInitials", #);
Increase Rep
IncRelationship( Actor["CharacterName"], Actor["Player"], "Rep-CharacterInital", #);
Example: Player: “You suck Lone Wolf” decreases Player's rep with Lone Wolf by 5
- DecRelationship( Actor["LoneWolf"], Actor["Player"], "Rep-LW", 5 )
Character Initals
- Rep-LW for LoneWolf
- Rep-PM for PocketMedic
- Rep-TQ for TiltQueen
To make a Node locked by a conditional that the player must meet a certain Reputation with a character to see, follow these steps:
- Click on the Dialogue Node that needs a conditional.
- If the player needs a good amount of Reputation: Inspector > Click on Conditional
- Type: GetRelationship( Actor["ActorName"], Actor["Player"], "Rep-LW" ) >= 5
- If a player has more than or equal to 5 Reputation, they can see this option.
- If player needs a bad amount of Reputation: Inspector > Click on Conditional
- Type: GetRelationship( Actor["ActorName"], Actor["Player"], "Rep-LW" ) < 5
- If a player has less than 5 Reputation, they see this option instead.
Ensure that in Inspector > Conditional > False Condition Action, that it is on Block.
To add a tracked and saved variable, there are 2 places in addition to wherever it's being set at runtime for the variable to be added to.
1. Dialogue window > Variables > add new variable here
2. Persistent Mgr > Dialogue Variable Saver > add Name of new variable to Variables To Save
3. Copy the new persist mgr into each scene, deleting the old one first.
4. Tools > Data > Edit Data > delete the .json file named dialogue variables.The next time you start the game, all vars will load with their default value. You can edit the .json file between plays to change the data to how you'd prefer.