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README.md

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# Dialogic v0.4 ![Godot v3.2](https://img.shields.io/badge/godot-v3.2-%23478cbf)
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Create dialogs, characters and scenes to display conversations in your Godot games.
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![Screenshot](https://coppolaemilio.com/godot/github-portrait.png)
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![Screenshot](https://coppolaemilio.com/images/thumbnail/dialogic-2.png)
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## How to use:
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## Under development!
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The plugin is not working right now, make sure to follow the repo for the next update.
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### 1) Creating Characters:
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_If you don't plan on using character portraits you can skip this step._
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You first need to create a `DialogCharacterResource` for each character you wish to have in your dialog.
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To do this, right click in your FileSystem and choose `New Resource`, search for `DialogCharacterResource` and create it.
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It's good practice to put these inside a `Resources/Characters` folder.
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You can assign each character a Name, Image and Color.
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There are 3 characters used for the example located at `addons\dialogs\Resources\Characters`.
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![Screenshot](https://coppolaemilio.com/godot/character-resource-inspector.PNG?v2)
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### 2) Creating dialogs
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You can set the dialog code inside the dialog node variable `dialog_script` like in the example and then add the characters that are going to be present in that conversation with the variable `dialog_characters`.
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![Screenshot](https://coppolaemilio.com/godot/characters-in-node.PNG)
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Alternatively you can create a separate dialog resource for each of your dialogs if you wish to keep things logically separate, or you can create a master `DialogResource` if you prefer.
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To create a `DialogResource`, right click in your FileSystem and choose `New Resource`, search for `DialogResource` and create it.
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Again, it's good practice to put these inside a folder such as `Resources/Dialogs`.
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Each `DialogResource` can contain a Dictionary of custom variables that will be replaced by their value when you add them to a script in the form of "This is a [custom] value" where the value for the dictionary key `custom` will replace `[custom]`.
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Same as before, you must also provide the `DialogResource` with an array of your `DialogCharacterResource` files.
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You can set the dialog script (.json) on the inspector variable "Dialog Json" or by setting the dialog content by changing the variable `dialog_script` of the node.
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### 3) Adding the node
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Now you can add the node `addons/dialogs/Dialog.tscn` to your scenes, assign the desired variable values or `DialogResource` file and use it on your projects.
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## Changelog
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v0.4 - Dialog editor
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v0.4 - Dialogic
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- Changed how the main editor works, instead of being a graphedit it is now an event timeline.
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- Renamed the plugin to Dialogic. Thanks to [Òscar](https://twitter.com/oscartes) for always knowing how to name things.
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- Added a new panel to the editor
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- Renamed the plugin to Dialogic. Thanks to Òscar for always knowing how to name things.
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- Moved all data to .json files
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- Broke the addon for working. Nice :)
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v0.3 - Using Resources
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- Removed requirement for `global.gd` and `characters.gd` autoload scripts.
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- Added `DialogResource` and `DialogCharacterResource` resources to create a cleaner way of specifying dialog content
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## Credits
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Code made by [Emilio Coppola](https://github.com/coppolaemilio).
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Contributors: [Toen](https://twitter.com/ToenAndreMC), [Òscar Villarreal](https://twitter.com/oscartes), [Tom Glenn](https://github.com/tomglenn)
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Contributors: [Toen](https://twitter.com/ToenAndreMC), Òscar, [Tom Glenn](https://github.com/tomglenn),
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Placeholder images are from Toen's YouTube DF series:
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- https://toen.world/
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- Problematic Dave
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- Rienk Kroese
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- Tyler Dean Osborne
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- Gemma M. Rull
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- Alex Barton
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- Joe Constant
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- Kyncho
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- JDA
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- SIM KIM SIA
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Support me on [Patreon https://www.patreon.com/coppolaemilio](https://www.patreon.com/coppolaemilio)
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MIT License
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MIT License

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