MyRPG Master

MyRPG Master

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Tutorial- Dialog Editor
By Ash
This Quickstart Guide provides information on the Dialog Editor for MyRPG Master.
   
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Introduction


Welcome to this Quickstart Guide.

Dialogs can help bring your story to life. Dialogs provide a way to interact with in-game NPC Actors. They give you a way to teach the player about your world or to convey information about people, items, places, quests, and more. Rich dialog experiences can be very meaningful to your players and their experience in your world.

You can use as little or as much dialog as you wish.

You can resize the editor panels by hovering your mouse on the panel borders. When the cursor becomes a two-sided horizontal arrow, just click and drag your mouse to make the panels wider or narrower.
Dialog Editor Overview
Dialog Editor Layout
Dialogs Panel

Expanding/Collapsing Dialog Trees
The Dialog Tree can get big fast. Use the little triangle icons next to the Dialog Group Names to expand and collapse the tree.

Toolbar from left to right:
New Folder
Creates a new Dialog Group. Use this to organize your dialogs according to Zone and Actor. When you click this button, a new Dialog Group with the default name of “New Dialog Group” is created in the Dialogs Tree. To change the name of an entry in the Dialog Tree, select the item, then in the Dialog Editor Panel, enter the new Dialog Group Name into the Dialog Name field.

New Dialog
This creates a new named Dialog in the Dialog Tree. The default name is “New Dialog”, but you can change the name by selecting the dialog and changing the name in the Dialog Editor Panel in the Dialog Name field. A new Dialog’s Root is also created in the Dialog Editor Panel.

Duplicate Selected Element
When you have many similar dialogs, it can save time to create a master dialog and make a bunch of copies, and then modify the copies. Use this button to duplicate the currently selected item on the Dialog Tree. This works on both Dialog Groups and individual Dialogs.

Save Dialog
Use this button to save the current Dialog Tree. Please remember to save often so you don’t lose your work.

Delete Selected Item
Use this to delete the currently selected item from the Dialog Tree. Be careful when you use this; there is no Undo for this.
Dialog Editor Panel

Dialog Name
Use this field to rename the item currently selected in the Dialog Tree.

Create New Feature
Use this button to create a new set of dialog. You can make multiple dialogs by selecting the Dialog’s Root before clicking this button.

When you click the Create New Feature button with the Dialog’s Root selected, a new dialog segment is created with the default name of “New Dialog Entry” and a blank dialog structure.
Lines designated for the in-game Actor begin with a red chat bubble icon and the word “[Owner]”. Player response choices are marked with a blue chat bubble.

Edit the dialog text inside the Textbox in the Interactions Panel. Be sure to press the Set Text button to assign the text to this Dialog Segment.

Copy Link to This Entry
Use this button to copy a link to this Dialog Entry. This link can be pasted into another position in the Dialog Entry Tree.

Normally, dialog progression just goes to the next step in the tree. Sometimes you want the Dialog Pointer to jump to another point in the dialog. This button creates a virtual link back to the selected item.

Paste Link Here
Use this button to paste the previously copied link (see Copy Link to This Entry, above).

Delete Selected Feature
This removes the currently selected item on the Dialog Details panel. Be careful when using this – there is no Undo feature.
Interactions Panel

Text
This field contains an area to enter text for this part of the conversation. You can write your dialog in a word processing program then cut and paste into this field. Be sure to click the Set Text button to assign the text to this Dialog Segment.

** Note: There is no built-in dictionary or spell-checker.

Set Text
Use this button to set the text for this Dialog Segment.

Appears When Tab
This tab allows you to set certain conditions that must be met in order for the Dialog Segment to show up. Use this to display different dialog segments depending on what stage the player is on during a quest, for example.

To get a list of conditions that can be tested, click the Create New Feature Button with this tab selected.

Appears When Conditions that can be tested:
  • Achievement
  • Armor in Inventory
  • Attribute
  • Class
  • Date
  • Dice Roll
  • Equipped Armor
  • Equipped Item
  • Equipped Weapon
  • Faction Level
  • Gender
  • Have Target
  • Item in Inventory
  • Local Variable
  • Quest Entry
  • Race
  • Skill
  • Slot
  • Spell
  • State
  • Time
  • Weapon in Inventory

Actions Tab
This tab allows you to set certain conditions that can be detected by the Appears When Tab (above).

Actions that can be triggered:
  • Attack!
  • Change Attribute
  • Craft
  • Give Armor
  • Give Item
  • Give Weapon
  • Local Variable
  • Owner Play Animation
  • Play Sound
  • Player Play Animation
  • Set Journal Entry
  • Start Event
  • Start Merchant
  • Take Armor
  • Take Item
  • Take Weapon
  • Update Faction Level

Create New Feature
This button creates either a new Appears When Feature or a new Actions Feature, depending on which tab is selected when this button is clicked.

Delete Selected Feature
This deletes the currently selected feature in the active tab; either the Appears When Tab or the Actions Tab.
Connecting Dialogs to Actors


Actors and Dialogs
In order to see your Dialog in action, it must be assigned to an Actor that you can click on in the game.

Go to the Actor Editor, select an Actor Template on the Actors List. On the right-hand side, in the Actors Editor Detail Panel, You will find a section called Interaction. Here you will find a drop-down control labeled Dialog. Use this selector to set which dialog you want this Actor template to use.

** BUG DETECTED **
The Actors Tab does not update with new Dialogs on its own - this is a known bug.

If you don't see the dialog you just created listed on the drop down, save everything and restart the MyRPG Master program.

Conclusion
Dialog is Important
The Dialog Editor is a useful tool for creating rich dialog experiences, providing interaction with in-game characters, and to help convey information about people, places, and things, in your world. Clever use of Dialog can help with Quest progression and bring the lore of your world to life.

Dialogs progress from the Greeting Dialog Segment to the EndDIalog Segment.

Dialog flow can be altered using the Copy Link to This Entry button and the Paste Link Here button.

You can control when Dialog is displayed by testing the value of certain conditions on the Appears When Tab, and you can take actions based on the Dialog Segment selected by the user.

** BUG REPORT **
The Dialog List does not update in the other Editors unless you Save the current module, then quit and reload the Module. Doing this will make the Dialogs you just created show up as an option in the Actors Tab.

I hope you found this guide to be useful.

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