This page provides an overview of some of the buttons features of the editor.

Nodes

1. Expand/collapse button

This is used to show or minimize all of a node's children, and can be used to hide nodes that you aren't currently working with.

2. Character selection box

You can choose which character is speaking on a particular node here, to the PC or NPC character.

3. Node ID selection box

This is used to set the "unique ID" for each node, which you can then use to search for it in the dropdown search box (8). Nodes cannot share the same unique ID.

4. Node text/dialogue box

This box contains the text of the spoken dialogue for the character. In PC nodes, it is a simple text box. In NPC nodes (displayed above), the text is color coded between the asterisks to denote which response node this segment of dialogue corresponds to.

5. Asterisk* Used in NPC nodes only (although PC nodes can contain asterisks, they have no special functionality). These can be dragged, or they can be clicked on to display the targeting and rule/variable options below the text box.
6. Delete Node button

Click this on the main tab to move a node and its children to the Orphan Tab. When clicked on the Orphan Tab, this button is colored red, and deletes a node, but not its children, permanently. On the Orphan Tab, a Delete Node Tree button is also displayed, which permanently deletes a node and all of its children.

7. Audio button

Displays the sound waveform and audio options below.

8. Node target selection box

This is a live search box, in which you can type a node's Unique ID to search for it, or you can click the drop down menu button to scroll through a list of nodes. In the list, orphaned nodes are specifically marked as such. Choosing a new target node will orphan the original target, and will move the new target and its children from the orphan tab if located there, or it will create a placeholder node if the target is still on the main tab.

9. Target text dislpay

Displays a short preview of the dialogue text of the current target node.

10. Delete Breakpoint

Used to delete a breakpoint from the node.

11. Add Rule

Used to cause selection of this particular breakpoint region by the player to modify a variable used to trigger special behavior.

12. GoTo button

This button allows you to jump to the node that the currently selected breakpoint region points to.

13. Play beam

This denotes which point of the sound is being played, and can be used to determine where to place breakpoints.

14. Close target/variable options* This minimizes the target/variable options panel, with no loss of data. It can be reopened by clicking on the corresponding asterisk, or by clicking the asterisk button to the right of the Node ID box (3) in a PC node (not pictured)
15. Browse for Audio

Use this to select a new audio file. Upon doing so, any currently set breakpoints will be lost.

16. Clear Audio

Remove the audio file from this node.

17. Minimize Audio Display

Minimizes the audio display with no loss of data. It can be reopened by clicking the Audio button (7).

18. Breakpoint divider

These can be dragged to set the regions that trigger each response node that is a child of an NPC node. Note that leaving a blank portion in the beginning will trigger a warning, and possibly an error when running the game.

19. Play button

Pressing this will play the sound. Pressing it again will pause the play beam (13) at the current location.

20. Sound waveform

Contains the sound wave data, that can be used to visually determine breakpoint divider (18) placement. It is color coded according to what piece of dialogue each region of the sound corresponds to.

21. Volume slider

Can be used to adjust the volume of each individual audio file when it is played back in the editor and player.

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