-
Notifications
You must be signed in to change notification settings - Fork 9
EditorDialog
In AGS conversations between characters are done using Dialogs or "dialog topics" (not to be confused with GUI dialogs).
On the Explore Project panel, you can expand the Dialogs node to show the dialogs which are created in your game. Right clicking on the "Dialogs" node itself allows you to create a new dialog, or create a folder to help you organize them.
When creating a new dialog, or double-clicking on existing dialog within the tree, a new editor panel will open.
The dialog editor consists of two parts: the list of options and dialog script window. At the options list use "Create new option" and "Delete last option" buttons to make as many options for this dialog topic as you need. The "Option text" field represents an option's name that will be displayed in game. "Show" checkbox to the right determines whether the option is enabled on start, while "Say" checkbox determines whether the option's text will be said by the player's character when chosen in game.
NOTE: The options may be enabled or disabled at runtime in script using both special dialog script's syntax (option-on
, option-off
, option-off-forever
) or regular script command Dialog.SetOptionState
.
The dialog script window is where you can write the actual conversation script, would that be what characters say, or performing any other actions. This script consists of parts each starting with a @
label. The @S
label defines a dialog's entry point, this part will be executed immediately as a dialog starts and before any options were shown. For each existing option there's a @X
label, where X is a option's number. These define "jump points", and this is where the script will continue to execute whenever corresponding option is chosen. Thus you may think of options as of "table of contents" for this conversation.
Please refer to the Dialog Script topic for more detailed information on how to write dialog scripts.
NOTE: conversation lines from the dialog script are played in game using standard Character.Say
command by default. If you prefer to script your custom speech system in your game, you may tell the dialog system to use your own script function instead. Go to General Settings and look for the "Custom Say function in dialog scripts" option.
Getting Started in AGS
Editor
- New Game templates
- Editor Preferences
- General Settings
- Default Setup
- Colours Editor
- Room Editor
- Character Editor
- Cursor Editor
- Dialog Editor
- Font Preview
- GUI Editor
- Inventory Items Editor
- View Editor
- Sprite Manager
- Music and sound
- Voice speech
- Script Modules
- System limits
- Log Panel
- Plugins
- Other Features
Engine
Scripting
- Scripting Tutorial
- Scripting Language
-
Scripting API
- Script API Overview
- Standard Constants
- Standard Enumerated Types
- Standard Types
- Game variables
- Global arrays
- Global event handlers
- repeatedly_execute / repeatedly_execute_always
- Custom dialog options rendering
- Global functions: general
- Global functions: message display
- Global functions: multimedia actions
- Global functions: palette operations
- Global functions: room actions
- Global functions: screen effects
- Global functions: wait
- AudioChannel functions and properties
- AudioClip functions and properties
- Camera functions and properties
- Character functions and properties
- DateTime functions and properties
- Dialog functions and properties
- DialogOptionsRenderingInfo functions and properties
- Dictionary functions and properties
- DrawingSurface functions and properties
- DynamicSprite functions and properties
- File functions and properties
- Game functions and properties
- GUI functions and properties
- GUI control functions and properties
- GUI Button functions and properties
- GUI InvWindow functions and properties
- GUI Label functions and properties
- GUI List Box functions and properties
- GUI Slider properties
- GUI Text Box functions and properties
- Hotspot functions and properties
- Inventory item functions and properties
- Maths functions and properties
- Mouse functions and properties
- Object functions and properties
- Overlay functions and properties
- Parser functions
- Region functions and properties
- Room functions and properties
- Screen functions and properties
- Set functions and properties
- Speech functions and properties
- String functions
- System functions and properties
- TextWindowGUI functions and properties
- ViewFrame functions and properties
- Viewport functions and properties
- Obsolete Script API
- Event Types
- Key code table
- Audio in script
Legal Notice
Getting in touch
Misc