Dialogue Manager settings are found in Project Settings at the bottom of the General tab.
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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 asome_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!
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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.
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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 relevantDialogueLine
. -
Ignore Missing State Values (Advanced)
Suppress errors when properties or mutations are missing from state.
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Wrap Long Lines
Wrap lines in the dialogue editor instead of horizontally scrolling.
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New File Template
Start new dialogue files with this content by default.
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Missing Translations Are Errors
Any lines that don't have a static ID will be treated as erroneous.
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Include Characters in Translatable Strings List
Include any charactter names in the POT export.
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Default Csv Locale
The default locale to use when first exporting a translations CSV.
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Include Character in Translation Exports (advanced)
Include a _character column in CSV exports that shows which character was speaking the line of dialogue.
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Include Notes in Translation Exports (advanced)
Include a _notes column in CSV exports for doc comments.
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Custom Test Scene Path (advanced)
Use a custom test scene when running "Test" from the dialogue editor. The scene must extend
BaseDialogueTestScene
.