docs: Automatic update of API docs
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docs/api/ESCDialogManager.md
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87
docs/api/ESCDialogManager.md
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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
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# ESCDialogManager
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**Extends:** [Control](../Control)
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## Description
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A base class for dialog plugins to work with Escoria
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## Method Descriptions
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### has\_type
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```gdscript
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func has_type(type: String) -> bool
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```
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Check wether a specific type is supported by the
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dialog plugin
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#### Parameters
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- type: required type
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*Returns* Wether the type is supported or not
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### has\_chooser\_type
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```gdscript
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func has_chooser_type(type: String) -> bool
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```
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Check wether a specific chooser type is supported by the
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dialog plugin
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#### Parameters
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- type: required chooser type
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*Returns* Wether the type is supported or not
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### say
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```gdscript
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func say(dialog_player: Node, global_id: String, text: String, type: String)
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```
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Output a text said by the item specified by the global id. Emit
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`say_finished` after finishing displaying the text.
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#### Parameters
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- dialog_player: Node of the dialog player in the UI
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- global_id: Global id of the item that is speaking
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- text: Text to say, optional prefixed by a translation key separated
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by a ":"
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- type: Type of dialog box to use
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### choose
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```gdscript
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func choose(dialog_player: Node, dialog: ESCDialog)
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```
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Present an option chooser to the player and sends the signal
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`option_chosen` with the chosen dialog option
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#### Parameters
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- dialog_player: Node of the dialog player in the UI
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- dialog: Information about the dialog to display
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### speedup
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```gdscript
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func speedup()
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```
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Trigger running the dialog faster
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### interrupt
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```gdscript
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func interrupt()
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```
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The say command has been interrupted, cancel the dialog display
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## Signals
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- signal say_finished(): Emitted when the say function has completed showing the text
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- signal option_chosen(option): Emitted when the player has chosen an option
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@@ -2,7 +2,7 @@
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# ESCDialogOptionsChooser
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**Extends:** [Node](../Node)
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**Extends:** [Control](../Control)
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## Description
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@@ -1,8 +1,8 @@
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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
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# ESCDialogsPlayer
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# ESCDialogPlayer
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**Extends:** [ResourcePreloader](../ResourcePreloader)
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**Extends:** [Node](../Node)
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## Description
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@@ -13,7 +13,7 @@ Escoria dialog player
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### is\_speaking
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```gdscript
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var is_speaking
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var is_speaking: bool = false
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```
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Wether the player is currently speaking
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@@ -23,21 +23,21 @@ Wether the player is currently speaking
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### say
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```gdscript
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func say(character: String, ui: String, line: String) -> var
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func say(character: String, type: String, text: String) -> var
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```
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A short one line dialog
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Make a character say a text
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#### Parameters
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- character: Character that is talking
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- ui: UI to use for the dialog
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- line: Line to say
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- type: UI to use for the dialog
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- text: Text to say
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### finish\_fast
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### speedup
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```gdscript
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func finish_fast() -> void
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func speedup() -> void
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```
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Called when a dialog line is skipped
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@@ -45,7 +45,7 @@ Called when a dialog line is skipped
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### start\_dialog\_choices
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```gdscript
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func start_dialog_choices(dialog: ESCDialog)
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func start_dialog_choices(dialog: ESCDialog, type: String = "simple")
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```
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Display a list of choices
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@@ -54,17 +54,13 @@ Display a list of choices
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- dialog: The dialog to start
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### play\_dialog\_option\_chosen
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### interrupt
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```gdscript
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func play_dialog_option_chosen(option: ESCDialogOption)
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func interrupt()
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```
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Called when an option was chosen and emits the option_chosen signal
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#### Parameters
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- option: Option, that was chosen.
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Interrupt the currently running dialog
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## Signals
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@@ -73,4 +69,4 @@ Called when an option was chosen and emits the option_chosen signal
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##### Parameters
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- option: The dialog option that was chosen
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- signal dialog_line_finished(): Emitted when a dialog line was finished
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- signal say_finished(): Emitted when a say command finished
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@@ -6,9 +6,9 @@
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## Description
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`say object text [type] [avatar]`
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`say player text [type]`
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Runs the specified string as a dialog said by the object. Blocks execution
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Runs the specified string as a dialog said by the player. Blocks execution
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until the dialog finishes playing.
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The text supports translation keys by prepending the key and separating
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@@ -19,8 +19,6 @@ Example: `say player ROOM1_PICTURE:"Picture's looking good."`
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Optional parameters:
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* "type" determines the type of dialog UI to use. Default value is "default"
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* "avatar" determines the avatar to use for the dialog. Default value is
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"default"
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@ESC
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@@ -34,6 +32,14 @@ func configure() -> ESCCommandArgumentDescriptor
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Return the descriptor of the arguments of this command
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### validate
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```gdscript
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func validate(arguments: Array)
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```
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Validate wether the given arguments match the command descriptor
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### run
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```gdscript
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@@ -1,115 +0,0 @@
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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
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# avatar\_dialog\_player.gd
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**Extends:** [Popup](../Popup)
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## Description
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A dialog GUI showing a dialog box and character portraits
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## Property Descriptions
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### current\_character
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```gdscript
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export var current_character = ""
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```
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- **Setter**: `set_current_character`
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The currently speaking character
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### text\_speed\_per\_character
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```gdscript
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export var text_speed_per_character = 0.1
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```
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The text speed per character for normal display
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### fast\_text\_speed\_per\_character
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```gdscript
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export var fast_text_speed_per_character = 0.25
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```
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The text speed per character if the dialog line is skipped
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### max\_time\_to\_text\_disappear
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```gdscript
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export var max_time_to_text_disappear = 1
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```
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The time to wait before the dialog is finished
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### avatar\_node
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```gdscript
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var avatar_node
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```
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The node holding the avatar
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### name\_node
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```gdscript
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var name_node
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```
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The node holding the player name
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### text\_node
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```gdscript
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var text_node
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```
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The node showing the text
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### tween
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```gdscript
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var tween
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```
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The tween node for text animations
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## Method Descriptions
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### set\_current\_character
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```gdscript
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func set_current_character(name: String)
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```
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Switch the current character
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#### Parameters
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- name: The name of the current character
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### say
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```gdscript
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func say(character: String, line: String)
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```
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Make a character say something
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#### Parameters
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- character: The global id of the character speaking
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- line: Line to say
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### finish\_fast
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```gdscript
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func finish_fast()
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```
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Called by the dialog player when the
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## Signals
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- signal dialog_line_started(): Signal emitted when a dialog line has started
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- signal dialog_line_finished(): Signal emitted when a dialog line has finished
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@@ -124,7 +124,7 @@ Terrain of the current room
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### dialog\_player
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```gdscript
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var dialog_player: ESCDialogsPlayer
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var dialog_player: ESCDialogPlayer
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```
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Dialog player instantiator. This instance is called directly for dialogs.
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@@ -1,86 +0,0 @@
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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
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# floating\_dialog\_player.gd
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**Extends:** [RichTextLabel](../RichTextLabel)
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## Description
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A dialog UI using a label above the head of the character
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## Property Descriptions
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### text\_speed\_per\_character
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```gdscript
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export var text_speed_per_character = 0.1
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```
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The text speed per character for normal display
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### fast\_text\_speed\_per\_character
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```gdscript
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export var fast_text_speed_per_character = 0.25
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```
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The text speed per character if the dialog line is skipped
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### max\_time\_to\_text\_disappear
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```gdscript
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export var max_time_to_text_disappear = 2
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```
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The time to wait before the dialog is finished
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### current\_character
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```gdscript
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var current_character
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```
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Current character speaking, to keep track of reference for animation purposes
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### tween
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```gdscript
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var tween
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```
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Tween node for text animation
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### text\_node
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```gdscript
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var text_node
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```
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The node showing the text
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## Method Descriptions
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### say
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```gdscript
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func say(character: String, line: String)
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```
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Make a character say something
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#### Parameters
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- character: The global id of the character speaking
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- line: Line to say
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### finish\_fast
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```gdscript
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func finish_fast()
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```
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Called by the dialog player when the
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## Signals
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- signal dialog_line_started(): Signal emitted when a dialog line has started
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- signal dialog_line_finished(): Signal emitted when a dialog line has finished
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@@ -1,48 +0,0 @@
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<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
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# text\_dialog\_chooser.gd
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**Extends:** [ESCDialogOptionsChooser](../ESCDialogOptionsChooser) < [Node](../Node)
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## Description
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A simple dialog chooser that shows selectable lines of text
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Supports timeout and avatar display
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## Property Descriptions
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### color\_normal
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```gdscript
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export var color_normal = "1,1,1,1"
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```
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### color\_hover
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```gdscript
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export var color_hover = "165,42,42,1"
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```
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### font
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```gdscript
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export var font = "[Object:null]"
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```
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## Method Descriptions
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### show\_chooser
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```gdscript
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func show_chooser()
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```
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Show the chooser
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### hide\_chooser
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```gdscript
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func hide_chooser()
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```
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Hide the chooser
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@@ -253,9 +253,9 @@ Fills the "name" global with a random value between 0 and max-value-1.
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Restarts the execution of the current scope at the start. A scope can be a
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group or an event.
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#### <a name="SayCommand.md"></a>`say object text [type] [avatar]` [API-Doc](api/SayCommand.md)
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#### <a name="SayCommand.md"></a>`say player text [type]` [API-Doc](api/SayCommand.md)
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Runs the specified string as a dialog said by the object. Blocks execution
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Runs the specified string as a dialog said by the player. Blocks execution
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until the dialog finishes playing.
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The text supports translation keys by prepending the key and separating
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@@ -266,8 +266,6 @@ Example: `say player ROOM1_PICTURE:"Picture's looking good."`
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Optional parameters:
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* "type" determines the type of dialog UI to use. Default value is "default"
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* "avatar" determines the avatar to use for the dialog. Default value is
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"default"
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#### <a name="SchedEventCommand.md"></a>`sched_event time object event` [API-Doc](api/SchedEventCommand.md)
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Schedules the execution of an "event" found in "object" in a time in seconds.
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Reference in New Issue
Block a user