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The entire narrative in the game is mechanically conveyed exclusively through dialogues. However, a dialogue does not necessarily have to display the speaker’s name or portrait. Dialogues without speakers or images serve as “narrator’s words.”
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Each dialogue consists of a linear sequence of lines — Slides, mechanically linked into a single chain.
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All slides included in the chain are always played by default. The playback order is always the same and cannot be changed. The only way to influence this is to skip individual slides using the condition system. For more details, see Dialog conditions.
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Dialogues are triggered using script actions attached to a particular interactive object. For more details, see Summoning dialogues and other UIs.
When a dialogue is called, it appears on the screen within the dialogue interface. It can open at any point in the game except during combat.
The interface opens immediately after being triggered, displaying the dialogue whose unique ID was specified in the parameters of the triggering action.
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All dialogues open instantly, closing all other interfaces. If another dialogue is already open when a new one is to be summoned, the new dialogue is added to the dialogue queue. It will play from there immediately as soon as the previous dialogue ends.
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Portraits of dialogue participants. Up to 5 portraits can be displayed on the screen at a time. Each occupies one of the fixed positions, strictly corresponding to a number from 1 to 5. The positions are numbered from left to right.
Each portrait can be displayed in one of two states:
Slide title Used to indicate the name of the character saying the line. âť—In the current version, requires a localization key (because of this, the text right now may look strange).
Can occupy one of three fixed positions 1= left, 2= right, 3= center
Line text.
Response options. Optional block. Not required by default, but can be added to any slide. đź’ˇ If there are many options in the block, a scrollbar automatically appears to prevent them from extending beyond the screen.
Each dialogue is created manually as a dialogue_name.json file. For an example, see Template — Dialog file.