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Settings.md

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Settings

Dialogue Manager settings are found in Project Settings at the bottom of the General tab.

Runtime

  • State Autoload Shortcuts

    An array of autoload names that you want to have shortcuts to in your dialogue. For example, if you had a SomeGlobal autoload that had a some_property property you might refer to it in dialogue like this:

    if SomeGlobal.some_property > 0:
      Nathan: There are {{SomeGlobal.some_property}} of them!
    

    But if you added "SomeGlobal" to the list of State Autoload Shortcuts then in your dialogue you could just write it as:

    if some_property > 0:
      Nathan: There are {{some_property}} of them!
    
  • Warn about method property or signal name conflicts (Advanced)

    If enabled, when there is more than one property, method, or signal sharing the same name at the top-level (ie. extra game states, current scene, or autoload shortcut) a warning will be shown in the Debugger panel.

    NOTE: Even when enabled, this does nothing when running in a non-debug build.

  • Balloon Path

    The balloon scene to instantiate when using DialogueManager.show_dialogue_balloon.

  • Include All Responses

    Responses in dialogue that have failed their condition check will still be present in the responses list on the relevant DialogueLine.

  • Ignore Missing State Values (Advanced)

    Suppress errors when properties or mutations are missing from state.

Editor

  • Wrap Long Lines

    Wrap lines in the dialogue editor instead of horizontally scrolling.

  • New File Template

    Start new dialogue files with this content by default.

  • Missing Translations Are Errors

    Any lines that don't have a static ID will be treated as erroneous.

  • Include Characters in Translatable Strings List

    Include any charactter names in the POT export.

  • Default Csv Locale

    The default locale to use when first exporting a translations CSV.

  • Include Character in Translation Exports (advanced)

    Include a _character column in CSV exports that shows which character was speaking the line of dialogue.

  • Include Notes in Translation Exports (advanced)

    Include a _notes column in CSV exports for doc comments.

  • Custom Test Scene Path (advanced)

    Use a custom test scene when running "Test" from the dialogue editor. The scene must extend BaseDialogueTestScene.