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# Text Event
![image](./Images/text_event_1.png)
The text event is one of the most important, since it contains most of your text.
## The header
![image](./Images/text_event_2.png)
There are three different types of options for Text Events:
- **Character** - This is who will be saying the text written inside the text editor.
- **Portrait** - If you picked a **Character**, the different portraits will show up here. If the **Character** doesn't have any special portraits, the default one will be used. If you pick the `(Don't change)` option, it will continue using the previous text event portrait set. If you pick the `[Definition]` option, a new picker will show up.
- **Definition** - You can select a **Definition**, and Dialogic will try to match that string with available portraits. This can be used to dynamically show different portraits depending on previous player input.
## The Text Editor
Inside the text editor, you have special features that might not be obvious:
- Each line will create a new text message. This will help make longer monologues without having to add a new **Text Event** for each message. If you want to disable this, you can do so in the Dialogic settings panel: `Settings -> Dialog -> New lines will create extra messages`.
- When writing a **Character** name, Dialogic will automatically color the text of that **Character**
- `[br]` This will add a line break in the position of the tag
- `[nw] / [nw=2] / [nw=v]` The *no wait* command will tell Dialogic to automatically continue with the next event without any user input. The default time for skipping to the next text is 2 seconds (after all characters are displayed), but you can change how many seconds by setting a number to it (like `[nw=5]` for 5 seconds). You can use [nw=v] to continue after the audio (if any is used) finished.
- `[speed=X]` You can use the *speed* tag to change the speed during a text event. Placed at the beginning of the event, it will affect the whole text, but each following speed command will overwrite the previous one. Higher numbers result in slower speeds and lower ones in faster speeds. If you want the text to be instant for one message you can do `[speed=0]` and make it show up instantly.
After the event containing the *speed* tag is passed, it will go back to whatever default value you have set on the current theme.
- `[definition]` If you have a **Definition**, and you want to display its value on inside your text you can use the `[` and `]` characters and the name of your **Definition** within them. Let's say we have a **Definition** called `Money` with the value of `5`. we can write: `You have [Money] left` and Dialogic will replace the `[Money]` tag with the value `You have 5 left`.
- `[word1,word2,word3]` You can write a list of words like this: `[word1,word2,word3]` and the text event will pick a random word from the list. If the word is a Dialogic variable name and gets picked, it will show the value of that variable.
- `[signal=argument]` will emit the dialogic signal with the given argument as a String when this place is reached.
- `[pause=1]` will stop displaying new characters for 1 second before continuing.
- `[play=click.wav]` will play an audio file with the given name. These files have to be located in `"res://dialogic/sounds/"`.
- Besides these Dialogic specific options, you can also use the default `BBCode` options that every `RichTextLabel` has like [b]bold[/b] or [i]italic[/i] text, [color=red]colored text[/color] and [wave]using effects![/wave] More about that can be found [here](https://docs.godotengine.org/en/stable/tutorials/gui/bbcode_in_richtextlabel.html).
## Voice Line Support
You can find a tutorial on how to use the voice line feature in the tutorials folder!

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# Character Event
The character event allows you to make characters join and leave as well as animating them and changing their position.
The first setting picks the mode of the event, `join`, `leave` or `update`.
For all three you need to select a **character**.
Similarly in all modes you can `animation` and it's `length` in the event body. The [Default] option will use the default join/leave animation that can be set on the dialogic settings page.
The `Wait for animation` setting will make sure the dialog only continues after the animation has fully played.
## Join Settings
![Event](./Images/Event_Character_Join.PNG)
You can select a `portrait` (if the character has more then one) and one of the five `positions`.
If you pick the [Definition] option, a new picker will show up. The portrait will be set to the value of that value definition when the dialog reaches that event. This allows for some dynamic portrait picking.
In the event body you can set the `z_index` and `mirror` the portrait. Note that the z_index only sorts the portraits and is not equivalent to the z_index on 2D nodes.
## Leave Settings
![Event](./Images/Event_Character_Leave.PNG)
In this mode you can alternatively select the `All characters` option to make all characters leave the scene.
## Update Settings
![Event](./Images/Event_Character_Update.PNG)
The update settings has all the options of the join mode, but you can enable (pen icon) and disable (reset icon) each of them. Also there are other animations and you can choose to `repeat` the animation a number of times.
If you want to know more about animations you can [read about them here](https://github.com/coppolaemilio/dialogic/blob/main/addons/dialogic/Documentation/Content/Tutorials/AddingNewAnimations.md).

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# Question Event
![image](./Images/Event_Question.PNG)
The `Question Event` allows your story to branch and give the player options.
When you add a `Question Event`, two [Choice Events](./011.md) and an [End Event](./013.md) will be added automatically.
## The text editor
The block itself works very similar to a [Text Event](./001.md) and has all the options of that event.
## The choices
To add choices to your question you can add [Choice Events](./011.md).
## Ending a question
After all your choices, there also needs to be an [End Event](./013.md).

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# Choice Event
![image](./Images/Event_Choice.PNG)
The `Choice Event` marks the start of a choice branch in a [question](./010.md).
## How it works
Choice Events only work if they are placed inside a "question" ([Question Event](./010.md)). Once placed, you can place all kinds of new events below that choice. These events (which will be indented) will be executed when the choice is selected in game.
## Adding a condition
By checking the `Has condition` check box and setting that condition, the player will only see that choice if the result is true.
The condition is made up of three parts: The `Value Definition` that will be compared, the `type of comparison` and the `value` that it will be compared to.

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# Condition Event
![image](./Images/Event_Condition.PNG)
The `Condition Event` allows you to set certain parts of your timelines to only play under certain conditions.
## What's a condition?
In programming and games, a condition is mostly described by variables (in Dialogic, these are called `definitions`).
This means that you can check for a definition to have a certain `value` and only play the following events if it matches.
## The settings
You can set your condition by first selecting the `value definition` that should be compared, then selecting the `type of comparison`, and finally the `value` that should be compared to.
Only the comparison types `Equal to` and `Different from` work with Strings, the rest work with integers (aka, whole numbers).
You can also enter the name of a `value definition` in the input field. This will compare to the current value of that `value definition`.
## Adding events
You can then add new events below the Condition Event, and they will be indented and only be played when the condition is true.
## Ending a condition
Every condition needs to have an [End Event](./013.md). After that event, all following events will ignore the condition again.
When creating a Condition Event a End Event will be added too.
*Note: You can of course have conditions inside conditions. Just make sure to have the same amount of End Events*

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# End Event
This event adds itself when you add its parent event. Its only function is to mark the end of a [question](./010.md) or [condition](./012.md).

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# Set Value
![image](./Images/Event_Set_Value.PNG)
The `Set Value` event can be used to change the value of `value definitions`.
## The options
You can select the `value definition` to be changed, then the `type of change`. Then you can determine the new `value` to be set.
+ `[to be]` will set the definition to EXACTLY the given value.
+ the others will use the existing value and change it in the given way. These only work with numbers.
By toggling the little cube icon, you can use a random number instead of the fixed input field.
![image](./Images/Event_Set_Value_random.PNG)

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# Audio Events
*The Audio Event and Background Music Event are very similar, so they are explained together*
![image](./Images/audio_event.png)
The `Audio Event` can be used to play sounds. In contrast, the `Background Music Event` is supposed to play long pieces. Only one background music file can be played, but it can fade from one to the next.
## Options
Select the audio file that should be played. You can clear this selection with the garbage icon.
Then you can set a `AudioBus` to use and a preferred `volume` level. More about AudioBus' [here](https://docs.godotengine.org/en/stable/tutorials/audio/audio_buses.html).
The `Background Music Event` additionally has a option for the fade length.
## Is the audio looping when you don't want it to?
The `Audio Event` doesn't loop by itself. In Godot, looping of audio is mostly due to how you imported it (default for .ogg files).
To solve this:
1. Select your audio file.
2. Go to the import tab (it's next to the scene tree tab by default)
3. Uncheck the loop checkbox.
4. Hit re-import.

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# Emit Signal
![image](./Images/Event_Emit_Signal.PNG)
The `Emit Signal` event will emit the signal `dialogic_signal` of the **current dialog node** and pass the given string as an **argument**.
The event does NOT create a new signal!
If you instance your timeline via script, use code similar to this:
```gd
func start_dialog():
var dialog = Dialogic.start("my_timeline")
dialog.connect("dialogic_signal", self, "dialog_listener")
add_child(dialog)
func dialog_listener(string):
match string:
"quest_point_two":
# do something
pass
```
If you instanced the scene using the editor, you can connect the signal like normal in Godot from the `NODE TAB > Signals`.
*If you don't know about signals you should definitely learn about them. For example [here](https://docs.godotengine.org/en/stable/getting_started/step_by_step/signals.html).*

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# Change Scene
The `Change Scene` event will stop the current scene and load the selected one. This means the dialogue will be stopped too.
Be careful when using this while you your tree is set to paused! Consider adding an [Emit Signal event](./040.md) before and resume the tree with `get_tree().paused = false`.

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# Call Node
![image](./Images/Call_Node.PNG)
This event allows to call a function in a node or autoload and pass arguments to that function.
Many people struggle on first setting the node. You will have to either put in a full path (starting from root) or a relative path.
#### Using a relative path
*You need to have a basic knowledge of relative paths. You can learn a bit about them [here](https://docs.godotengine.org/en/stable/classes/class_nodepath.html).*
The path needs to be relative to your DialogNode. This means you need to consider where it will be added to.
Let's for now imagine an example scene tree like this:
```
- World
-- Temple
-- NPC`
```
Now in the NPC's script the dialog node is added as a child of the NPC node. When getting instanced, there will be a canvas layer inbetween resulting in an actual tree like this:
```
- World
-- Temple
-- NPC
--- CanvasLayer
---- DialogNode
```
But we want to call a function in the Temple scene with our Call Node Event. From the structure above we can see that we need to go up three times and then down one time to get from the DialogNode to the temple, so this is the resulting path:
`'../../../Temple'`
*Of course if you have canvas_layer set to false in Dialogic.start() you need on '..' less.*
#### Using the name of an autoload
If you use an autoload instead, it's wonderfully easy. You can just use the name of the autoload!

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# Creating custom events
![HeaderImage](./Images/CustomEventsShowOff.PNG)
# Introduction
### What are Dialogic events?
Events are visual representation of data. Whenever you create one event in your timeline, you are modifying a dictionary with a lot of keys and values. Each pair will contain all the information needed to perform an action during the game.
### What makes a custom event?
A custom event is made up of a two main parts: the **Event Block** and the **Event Handling Script**.
The **Event Block** is the scene that will be shown in the timeline editor. It needs to inherit Dialogic's `EventTemplate.tscn` scene.
In most cases you will additionally need scenes that have all the setting controls in them. These will be the "content" of your event block. These kind of scenes will have to extend the `EventPart.gd` script.
Here is a very simple example of an `EventBlock`:
![EventBlock](./Images/EventBlock.png)
It contains two **EventParts**, a **header** and a **body**.
The **Event Handling Script** is what contains the logic and what will happen when your event happens in the game. This script will need the `handle_event()` function that will be called if the event is reached.
All of the files that are used for creating a custom Event Block and Handling Script should be in this directory: `res://dialogic/custom-events`. That way Dialogic can recognize it and show it in your timeline editor.
# Making your first custom event in 6 steps
Let's now create a simple event that will print some text to the Output panel in Godot.
## Create the event
Go to the `settings page` and in the `custom events section` hit the `New` button.
Fill in a name for your event, a folder name and an ID. For the IDs, I recommend using your name or a string unique to you followed by a number.
**The ID has to be different for every event!!!**
This is why I recommend the unique string, as it will enable you to share the event with others without breaking their games.
![Creating](./Images/CreationProcess.PNG)
When you are ready, hit `Create`. You will see the folder appear in the `FileSystem` under `res://dialogic/custom-events/`.
If you go to the `timeline editor` now, you should already be able to see your event in the event list.
### What happened
This little menu already created a number of things for you:
- The `EventBlock` (EventBlock.tscn)
- An example `EventPart` (EventPart_Example.gd/.tscn)
- The `event handling script` (event_+EVENTID+.gd)
- A `stylebox` for your event (Stylebox.tres)
## What next
The automatic process already set up a lot, but it didn't know the purpose of our event, so we will have to add that.
### | Adding the data
First we want to open the `EventBlock.tscn` scene. (Do not rename this scene!)
Select its root node and look at its exported variables in the inspector.
We will need to add all the data that our event can have to `event_data`.
As you can see, it already contains your event id. This needs to be there, so don't delete it!
I want to be able to set the text that will be printed when my event is activated, so I'll add an information slot for that:
![EventData](./Images/EventBlock_EventData.PNG)
### | Icon and Stylebox
You can also change your events icon in the Inspector. Just drag an image into the `Event Icon`.
Below that, you can open the Stylebox and change its background color to give your event a unique look.
### | The Event Blocks Content (EventParts)
Right now your event block will be empty, so let's change that if you want to.
The content of an EventBlock is separated into `EventParts`. This allows for some reuse.
There are two places EventParts can be in an EventBlock: The Header (always visible) and the Body (can be hidden).
*An EventBlock does not have to have a body nor a header EventPart. For example the End Branch event has none.*
There is already a simple example `EventPart` (Script and Scene) included. You can change it as much as you want.
#### | Loading the data
In `load_data()` you will need to set the values of your control nodes. This function is called when the event is added to the timeline editor.
#### | Saving changes to the data
When the values get changed (listen to it via signals) set the according value in the `event_data` dictionary and call `data_changed()`.
This is pretty much all you need to know.
*If you want to find more examples you can go to `res://addons/dialogic/Editor/Events/Parts/` and look at the EventParts that shape Dialogic's default blocks.*
### | Using the EventPart
Once you've finished everything in your EventPart(s) you need to, go into the `EventBlock` scene and set the `header`/`body` variable in the Inspector to the new scene(s).
### | The event handler script (event_yourname_000.gd)
Once you have your `EventBlock` finished, you need to add the event handling logic.
#### | The handle_event() function
If you open the script you will see, that there is only one function by default, the `handle_event()` function.
It comes with two useful pieces of information: the `event_data` and a reference to the `dialog_node`.
For me I'll just add
`print(event_data['print_text']`
there, but of course you can do a lot more.
Some more stuff is already explained in the script:
##### Continue
Use `dialog_node.load_next_event()` to continue with the next event.
##### Waiting
If you don't want the player to interrupt your event, set `dialog_node.waiting` to `true` while your event is handled.
Don't forget to set it back to `false`.
## And done!
Great, you've created your first custom event for Dialogic.
*Make sure to check Emilio's Discord server just in case someone has already created the custom event that you need. They are super easy to [import](./ImportCustomEvents.md)!*

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# Importing custom events
It's very easy to share `custom events` because they are pretty much self-contained.
You will just need to get the folder from someone. If you have it, move it into `res://dialogic/custom-events/`.
Then enable custom events in Dialogic's settings menu (if you haven't already).
You should now find the custom event in the bottom of the event button panel on the right in the timeline editor.
*Vòila! Hope it works ;)*

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