Overview[edit | edit source]
Conversations are the primary way in which the player interacts with NPC's in a non-combat setting. Conversations occur when the player Triggers them, by walking into a Region, activating a Prop, or interacting with an Actor. Conversations can be as long or as short as the designer wants, with some being a few lines while others are the equivalent of several pages of text.
Creating a New Conversation[edit | edit source]
Conversations can be created from the Story Data view or by selecting File -> New Conversation. This will save the conversation to your Story Data making it available for use in any and all future scenes. For instance, if a designer wanted to make a generic shop keeper conversation, they could make it once and use it in all scenes that have a shopkeeper, instead of making a new one for every instance.
Editing a Conversation[edit | edit source]
Once a conversation has been created, double-clicking it will open up the Conversation Editor. From here you have full control of the dialogue.
Using Conversations[edit | edit source]
Conversations can be accessed from any scene once they are created in the Story Data view. In order for a player to access them though you'll have to make creative use of triggers and interactions. Most commonly you will have an NPC that is given the Conversation interaction type. This will allow you to assign the conversation to the NPC.