-
Video: https://youtu.be/pL0RWVmlM6g
-
Moved
Dialog.tscn
to the root of the addon so it is easier to find. -
Added a link to the documentation from the editor
-
Refactored a lot of the code and continued splitting the main plugin code into smaller pieces.
-
Rewrote most of the saving and branching systems.
-
New tool: Glossary Editor
- You are now able to write extra lore for any word and Dialogic will create a hover card with that extra information.
- You can create
strings
andnumber
variables. - You can access to those variables from the
Dialogic
Class:Dialogic.get_var('variable_name')
-
In game:
- Portraits changes are reflected in-game.
- Many small improvements.
-
Theme Editor:
- New default asset: Glossary Font
- Added new options to customize the glossary popup
-
Timeline Editor:
- Added categories for the events.
- Color coded some of the events in the same category to avoid having a distracting rainbow in the timelines.
- Conditional event working, but only with "equal to". More conditions coming later.
- Renamed the
End Branch
file names to match the name of the event. This will break the conditionals you have, but this is the time for making breaking changes. Sorry! - New
Set Value
event. Change the current value of a glossary variable inside a timeline. This will reset when you close the game, so a saving system will have to be added on the next version. - New
Emit Signal
event. This event will make the Dialog node emit a signal calleddialogic_signal
. You can connect this in a moment of your timeline with other scripts. - New
Change Scene
event. You can change the current Scene to whatever.tscn
you pick. This will happen instantly, but in the future I'll add some transition effects so it is not that abrupt. - New
Wait Seconds
event. This will hide the dialog and wait X seconds until continuing with the rest of the timeline. - Created independent Character and Portrait picker for reusing in event nodes.
- Portrait picker added to
Text Events
andCharacter Join
events. Text Events
text editor vertical size grows witch each line added.Text Events
now properly create a new message for each line inside the text editor.Text Events
Line count are now displayed next to the preview text when folded.- Re-adding the
End Branch
event just in case you removed the end and you want to add it again in the timeline. - Renamed the
Copy Timeline ID
right click menu option toCopy Timeline Name
since you now have to use that to set the current timeline from code instead of the ID. - Fixed several bugs that corrupted saved files
- Thanks to mindtonix and Crystalwarrior for your first contribution on the choice buttons
-
New
Dialogic
class. With this new class you can add dialogs from code easily:var new_dialog = Dialogic.start('Your Timeline Name Here') add_child(new_dialog)
To connect signals you can also do:
func _ready(): var new_dialog = Dialogic.start('Your Timeline Name Here') add_child(new_dialog) new_dialog.connect("dialogic_signal", self, 'signal_from_dialogic') func signal_from_dialogic(value): print(value)