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UI Option

UI Option Dialogue

A line with choices, answered by the scroll wheel, by the cursor, or by both.

Campos

CampoTipoPadrãoDescrição
textVar<String>?——PlaceholdersCoresVárias linhas
durationVar<Duration>?—How long the line takes to type out; zero shows it at once
styleRef<UiDialogueStyleEntry>?—Look this dialogue takes; leave empty for the server's own
portraitVar<String>?—Picture of the speaker drawn beside their name, for instance portrait_aldric
navigationUiDialogueNavigation?—How the player answers: with the scroll wheel, with the cursor, or with either
optionsList<UiOption>?—The choices offered
UiOption (7)
CampoTipoPadrãoDescrição
textVar<String>?—Text of this choicePlaceholdersCores
tooltipVar<String>?—Shown at the tooltip anchor while the cursor rests on itPlaceholdersCores
criteriaList<Criteria>?—Conditions the player must meet to TAKE this choice; it is drawn either way
lockedReasonVar<String>?—Shown instead of the tooltip while the choice cannot be taken, for instance: il te faut la clefPlaceholdersCores
hideWhenLockedBoolean?—Hide the choice entirely instead of showing it locked
modifiersList<Modifier>?—Applied when this choice is taken
triggersList<Ref<TriggerableEntry>>?—Fired when this choice is taken
timerVar<Duration>?—Cancels the dialogue when it runs out; zero for no countdown
cancelTriggersList<Ref<TriggerableEntry>>?—Fired when the countdown cancels the dialogue
soundVar<Sound>?—Played once as the line appears
Campos comuns do TypeWriter (criteria, modifiers, triggers, speaker)
CampoTipoPadrãoDescrição
criteriaList<Criteria>empty—
modifiersList<Modifier>empty—
triggersList<Ref<TriggerableEntry>>empty—
speakerRef<SpeakerEntry>——

How to use it​

Set navigation to choose how players answer: KEYS (scroll to change the selection and the confirmation key to take it), CURSOR (every choice is a button), or BOTH, the default. Each option has its own text, tooltip, criteria, lockedReason (shown while the criteria fail), hideWhenLocked, modifiers and triggers. A locked option is still drawn so the player knows it exists. timer cancels the dialogue when it runs out and fires cancelTriggers. The style entry controls where the window of choices sits and how many are visible.