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.
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.
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.
Similarly, you can easily make the dialogue content dynamic. For example;» This option will be active if the 'IsServant' boolean variable is false. If not false, this option will be disabled.
#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.