Dialogue Editor
A Dialogue is a graph of conversation nodes. For a shopkeeper, one opening node can offer a purchase choice and a leave choice, each with its own next node.
Prerequisites
Show Advanced resources and open a Dialogue. Prepare a placed Object with Logic to start the conversation. Declare any Globals used by text, conditions, or assignments before adding those expressions.
Write a Conversation
- Add an opening node and choose Make Start. Give each node a distinct ID.
- Fill Speaker and Text. Add a portrait Sprite and frame if the conversation needs one.
- Add a second node. Set the opening node’s Next to that node for a linear conversation, or use Add Choice for branching. Each node allows up to four choices.
- Give each choice visible text and a Next node. A blank destination ends the conversation. Test a short opening-to-ending path before adding conditions.
- Review the editor’s issues. Fix missing destinations and invalid expressions, then save and reopen the Dialogue.
Text can include expressions in braces, such as Coins: {$coins}. Declare coins as a numeric Global first. Preview chips identify expressions, but the game resolves their values from live state.
Add Conditions and Consequences
A choice’s Condition decides whether it is available. Its Set expression changes state when chosen, and its Event can signal Logic. For example, gate a purchase on the declared coin balance, deduct the cost on that choice, and signal a named Custom Event for the item’s gameplay effect.
Keep node-entry consequences separate from choice consequences. Returning to a node can run its entry behavior again. Use a saved state flag when a reward should happen once, and check both the first visit and a return visit.
Listen branches match typed replies using the configured phrases and destinations. Add a miss destination so an unmatched reply has a defined result. Test this after the ordinary choice path works.
Choose Presentation and Play It
The style presets include Classic RPG, Visual Novel, Light Novel, and NVL Night. Presets change style fields; they do not replace your nodes. Choose portrait-in-box or bust-on-stage presentation, position, text speed, and world dimming according to your game.
Start the Dialogue with its Logic Action. Check every branch in playtest, including a hidden choice, an unavailable purchase, normal completion, and interruption where offered. Check keyboard Commands as well as pointer selection.
Expected result: the opening node appears first, available choices reach their assigned destinations, consequences happen at the configured moment, and an ending closes the conversation. Confirm that player control returns when the Dialogue ends.
Troubleshooting
If the wrong node opens, check Start. If a choice disappears, inspect its Condition and the actual Global values. If navigation stops unexpectedly, check for a blank or missing Next destination. If a portrait is blank, check Sprite, frame, and the selected presentation mode.
The editor graph is an authoring view. Use playtest to judge final line wrapping, portraits, input, sound, and text timing. See live Text, input, and the advanced Action reference.
Myth Engine Documentation
