# ============================================================ # Dialogic 2 Test Timeline — Feature Showcase # ============================================================ # Characters available: # Miko — portraits: neutral, smile, joy, anger, shock # Advisor — portraits: pl5, blink, doubt, surprise # Merchant — portraits: happy, blink, surprise, confusion # ============================================================ # ---- SETUP: Variables -------------------------------------- set {coins} = 0 set {player_has_key} = false set {met_merchant} = false # ---- LABEL: opening ---------------------------------------- label opening # Join both main characters at the start join Miko center join Advisor right Miko (joy): Welcome to the Dialogic 2 Test Timeline! Advisor (pl5): This timeline showcases all major Dialogic features. # ---- TEXT: BBCode & text effects -------------------------- Miko (joy): Hi there! I'm Miko, and this is a [b]bold[/b] text test. Miko (joy): [speed=0.02]I can speak slowly too... Miko (joy): And now I'm back to normal speed. Advisor (pl5): Remember, [color=red]colored text[/color] works as well. Advisor (pl5): [pause=1.0] ...and so do timed pauses. # ---- CONDITION: Variable-based branching ------------------ if {coins} == 0: Miko (doubt): I don't have any coins yet. Let's find some! Advisor (doubt): We should look around carefully. else: Miko (joy): Nice, I already have some coins! Advisor (pl5): Good. That will come in handy. # ---- VARIABLE: Set a variable ----------------------------- set {coins} = 10 Miko (joy): [shake]Look![/shake] I just found 10 coins. # ---- LABEL: merchant_encounter ---------------------------- label merchant_encounter join Merchant left Miko (neutral): A merchant appeared. Let's see what he has. Advisor (doubt): Be cautious, Miko. Don't reveal everything you carry. Merchant (happy): Welcome, traveler! Would you like to see my wares? # ---- CHOICE: Branching dialog ----------------------------- - Yes, show me what you've got! set {met_merchant} = true Miko (joy): Absolutely, show me your best items! Merchant (happy): Excellent choice! I have potions, scrolls, and enchanted blades. Merchant (blink): That will be {10/15/20} gold coins, please! set {coins} = -10 Miko (shock): Here you go! That was expensive... Advisor (blink): Did you really have to spend all our coins? - Not right now, maybe later. Miko (neutral): I'll come back when I have more gold. Merchant (happy): Suit yourself. The door is always open. Advisor (pl5): A wise decision. - Use the ancient key to barter. | [if {player_has_key}] Miko (smile): I have this ancient key. Will you trade for it? Merchant (surprise): [shake]A key from the old kingdom?![/shake] Take anything you want! set {player_has_key} = false Miko (joy): That was a great deal! Advisor (surprise): You traded the key?! That was reckless... # ---- SIGNAL: Emit a custom signal ------------------------- [signal arg=item_bought] Merchant (happy): Pleasure doing business with you! Miko (smile): Thanks, merchant! Advisor (pl5): Let's keep moving. We have ground to cover. # ---- WAIT: Timed pause (seconds) -------------------------- [wait time="1.0"] Miko (neutral): Let's keep exploring. # ---- JUMP & LABEL: Navigation ----------------------------- jump secret_room # ---- LABEL: farewell (unreachable via normal flow) -------- label farewell Miko (smile): Goodbye for now! Advisor (pl5): Until next time. [end_timeline] # ---- LABEL: secret_room ----------------------------------- label secret_room leave Merchant Miko (surprise): Hey, the merchant disappeared... and there's a hidden door here! Advisor (doubt): Careful, Miko. We don't know what's inside. Miko (neutral): You're right, but we have to check it out. Advisor (pl5): Very well. I'll follow your lead. # ---- CONDITION with ELSE ---------------------------------- if {player_has_key}: Miko (joy): Good thing we still have the ancient key. Let's open it! Advisor (surprise): The key glows faintly as you approach. Miko (smile): Here goes nothing... [signal arg=door_opened] else: Miko (anger): Darn, we used the key at the shop. How do we open this? Advisor (pl5): Maybe we can find another way around. Miko (doubt): I guess we'll have to search for another entrance. Advisor (doubt): Patience. Every lock has its key. # ---- JUMP to farewell label ------------------------------- Miko (smile): Well, that's the end of the test timeline! Advisor (pl5): A successful demonstration, I'd say. jump farewell # End