Dialogue scripting

Teraurge uses a custom markup language for its dialogue files that allows for branching and dynamic dialogue structure and behaviour. The code can be viewed and edited in basically any text editor, but Notepad++ is recommended thanks to the provided syntax highlighter.

Basic syntax
The dialogue files are divided into blocks that each contains at least one index, which is the displayed dialogue text, and at least one pointer, which are the player's choices on the bottom of the screen. These blocks are separated by double vertical lines ||.

To let the game know what index to display, each one needs to have a name. Name is included in { } brackets at the start of a line, followed by actual displayed text. Pointers work similarly, but they're in [ ] brackets. In one block, there can be multiple indexes. This is to prevent having to duplicate player options for screens that could share them (for example, a questions hub). While indexes must have their names specified, their contents can be left empty for special occasions.

This is a simple example code: || {start} Top box "Spoken dialogue" Bottom box [opt_1] Option 1 [opt_2] Option 2 || {opt_1} "Option 1" [opt_2] Option 2 [start] Go to start index. || {opt_2} "Option 2" [opt_1] Option 1 [start] Go to start index. ||

Under normal circumstances, the unquoted sections of indexes will appear in description boxes while quoted sections will appear in speech bubbles, meant to highlight a character talking. There can only be one speech bubble per screen, any more quoted text is displayed in the second description box. You can use HTML tags to format the text (bold, italics or line break).

Comments
Single line comments are preceded by >> while multi-line comments are enclosed in the NOTES text. Think of them like // and /* */ in C-based languages. It is recommended to divide large chunks of code with empty lines and a comment labeling what part of dialogue they are for improved readability (both yours and a possible contributor's). Don't  place comments at the end of a pointer or an index, they won't be recognised and will be displayed in the game! Only place them after block dividers ||, before indexes! NOTES This is an example character, there are many like it, but this one's mine. Blah blah. I can do multiple lines, isn't that cool? NOTES || >>Single-line comment; greeting {index} The stranger waves at you. "Hello." [pointer1] Hello. [ | end_encounter] Bye. ||

Syntax
Showif and hideif are special functions that will show a dialogue option only if a specified requirement is met. Showif is placed at the end of the dialogue option text and not in the “[ ]” brackets. Keep in mind you have to leave a space between the end of the text and the showif function.

Hideif works exactly like showif only, like the name implies, it hides a dialogue option if a specified requirement is met.

{index} Top text box. "Spoken character dialogue." Bottom text box. [pointer] Dialogue option 1 [pointer] Dialogue option 2  //showif.has_flag.show_option_2  ||

List of conditions
Use //showif. or //hideif. and add any of the following: (items in parentheses must be replaced and parentheses removed.)

Syntax
Dialogue functions are usually used to direct the flow of dialogue based on player stats or other mechanisms. They can do many things but they cannot hide dialogue options in the same way //hideif and //showif can.

Functions can be placed inside inside both pointer brackets [ ] or index brackets { }. A vertical line | must be used to separate the pointer/index from the function. If function directs to a pointer, leave the pointer side empty. If multiple functions are used in a single pointer/index, separate them by a comma and space.

{index | function} [pointer | function] [pointer | function1, function2, function3] [ | function pointer1 pointer2] [ | function1 pointer1 pointer2, function2]

Shop functions
Shops work a little differently from most of the dialogue. Besides the start_shop function that can be called from a normal dialogue file, others are used strictly in diag_shop.txt. If you want the shopkeeper to react to you attempting to buy or sell certain items, you can use specially named indexes, where (item name) is the internal name of the specified good you want to buy or sell:

sell_(item name) buy_(item name)

Shop dialogues don't necessarily need to have pointers (player choices) after their indexes if the index immediately enables the shopping interface again.

Variables naming guidelines
To avoid confusing flag names and to help other writers extend your text you should use these guidelines to name your different flags, counters and other variables you add with the dialogue functions.


 * To keep flag size down, do not use articles in flag names (the, an, a).
 * Do not use special characters in flag names. Only use letters and numbers.
 * Do not use spaces in variable names, use underscore (_) instead.
 * Only use lowercase characters in flag names.

Give the flag a name that describes the thing it records.
 * No: flag_12
 * Yes: taodal_market_money_stolen_by_player

Keep flags specific to avoid conflicts with future flags.
 * No: guard_killed
 * Yes: taodal_gate_guard_killed_by_player

If the flag is tied to a specific character you should always put the character's name first. For example, if player killed someone and you want a flag for it, refer to it after the name.
 * No: player_killed_tornoth
 * Yes: tornoth_killed_by_player

This will make searching for flags with debug tools easier as all character-relevant flags will be in alphabetical order and other writers can quickly figure out what the flag is for.

This naming convention should be used with other variables that are relevant to a specific character. If variables are not specific to a character you should use quest/event/place name instead. If the variable is specific to the player just use “pc” (player character) as the prefix.