This page provides an overview of some of the buttons features of the editor.
This is used to show or minimize all of a node's children, and can be used to hide nodes that you aren't currently working with.
You can choose which character is speaking on a particular node here, to the PC or NPC character.
This is used to set the "unique ID" for each node, which you can then use to search for it in the dropdown search box (8). Nodes cannot share the same unique ID.
This box contains the text of the spoken dialogue for the character. In PC nodes, it is a simple text box. In NPC nodes (displayed above), the text is color coded between the asterisks to denote which response node this segment of dialogue corresponds to.
Click this on the main tab to move a node and its children to the Orphan Tab. When clicked on the Orphan Tab, this button is colored red, and deletes a node, but not its children, permanently. On the Orphan Tab, a Delete Node Tree button is also displayed, which permanently deletes a node and all of its children.
Displays the sound waveform and audio options below.
This is a live search box, in which you can type a node's Unique ID to search for it, or you can click the drop down menu button to scroll through a list of nodes. In the list, orphaned nodes are specifically marked as such. Choosing a new target node will orphan the original target, and will move the new target and its children from the orphan tab if located there, or it will create a placeholder node if the target is still on the main tab.
Displays a short preview of the dialogue text of the current target node.
Used to delete a breakpoint from the node.
Used to cause selection of this particular breakpoint region by the player to modify a variable used to trigger special behavior.
This button allows you to jump to the node that the currently selected breakpoint region points to.
This denotes which point of the sound is being played, and can be used to determine where to place breakpoints.
Use this to select a new audio file. Upon doing so, any currently set breakpoints will be lost.
Remove the audio file from this node.
Minimizes the audio display with no loss of data. It can be reopened by clicking the Audio button (7).
These can be dragged to set the regions that trigger each response node that is a child of an NPC node. Note that leaving a blank portion in the beginning will trigger a warning, and possibly an error when running the game.
Pressing this will play the sound. Pressing it again will pause the play beam (13) at the current location.
Contains the sound wave data, that can be used to visually determine breakpoint divider (18) placement. It is color coded according to what piece of dialogue each region of the sound corresponds to.
Can be used to adjust the volume of each individual audio file when it is played back in the editor and player.