Dialogue Node

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Dialogue Node

Description

Displays a dialogue window for the player. The flow continues based on the player's choice.

» If the dialogue is to be shown to an AI character, it will make a random choice. Options set as Primary are prioritized.

Inputs

Input ports determine for whom the dialogue will be displayed. You can show the dialogue for a Conspirator, Target, or a third-party actor.

Right-Click Settings

By right-clicking on options, a menu opens where you can delete the option, move it up or down, or set it as Primary for AI.
Right-Click Settings

Add Choice

By clicking the + button, you can add as many options as you like.

Dialogue Timer

You can add a timer for your dialogues. If a choice is not made within the set time, the dialogue closes and the flow continues from the Timeout Output.
Add Choice
Dialogue Timeout

Text Formatting

You can easily make your dialogue texts dynamic. You can enable or disable dialogue choices using text formatting. For example:
if[IsServant==false]Neutralize one of the servants and assume his disguise.

» This option will be active if the 'IsServant' boolean variable is false. If not false, this option will be disabled.

Similarly, you can easily make the dialogue content dynamic. For example;
#if[IsServant==true]{"● Your spy has taken the disguise of a servant."}

» The text "● Your spy has taken the disguise of a servant." will only appear if the 'IsServant' boolean variable is true.

» For detailed information, please refer to the Text-Formatting page.