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Meet the Editor

Let's explore an overview of the plugin interface. When you click on the new Dialogs tab, you will see this view:

Start View

Resource Sidebar


On the left, you will see a sidebar that displays the open dialogue and character files you are working with. At the top, you will see some useful buttons that allow you to create a new dialogue, a new character, load a file, and save the file being edited.

Updating the plugin

The current version of the plugin is shown at the bottom of the sidebar. When you click on this button, you will see a popup with the plugin information, where you can update the plugin to a more recent version. When there is a new version to install, it will be indicated with a colored button!

Important

When you install an update, the current plugin folder "res://addons/sprouty-dialogs" will be deleted and replaced with the new version. Any custom changes in that folder will be lost!

Workspace


At the top of the plugin interface, there is a tab bar with each module of the plugin: Dialogue, Characters, Variables and Settings. Each module allows you to do different things and has its own interface. Let's take a look at them.

Dialogue Editor

The dialogue editor is a graph view where you can create your own dialogues usign event nodes. Each event node has a different function, and by connecting them, you can create dialogue trees that will define your dialogues.

Dialogue Editor

On the right of the graph editor is the text editor. When editing dialogue text, you can expand the text box and edit the dialogue in the text editor.

This not only gives you a larger view, but also allows you to use a toolbar to easily add BBCode tags to your dialogue! Change the color, size, font, add text effects, and much more!

The text editor have a text preview where you can see the BBcode tags working for a faster editing. But, you can also preview your dialogues in a in-game view by clicking the play button on the Start Node of your dialogue.

Play Example

If you don't understand this completely, don't worry, this is only an overview. In the next section, you'll learn how to create your first dialogue.

Character Editor

The character editor allows you to create characters to use in the dialogues. The character editor interface has two sections:

  1. First, you can set the character's settings, such as the display name, dialog box, and portrait settings.
  2. The second section is the portrait editor, where you can edit the selected portrait.

Character Editor

You can start making your own characters by viewing the create a character section. For more information about characters and portraits, see the using characters section.

Variable Editor

The variable editor allows you to create variables for use in dialogues. You can add variables of different types, group them, and edit them. These variables can be used for display in dialogues, conditional events, and more.

Variable Editor

You can call variables within {} to use them in text, as can be seen in not_pass_alert, which uses the variable alert_color to color the text.

At the bottom of the interface, you can see the text editor again, because the string field can be expanded in the same way as before with the dialogue text boxes.

For more information about variables see the variables section.