Tools:Dlgedit:Editing

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Revision as of 15:35, 26 December 2005 by Ksterker (talk | contribs) (The Main Window: layout fixed)
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After finishing the tutorial you should be able to start designing dialogues right away. But for your convenience, and because some of the advanced editor features are not described yet, this section contains the complete reference guide.

Command line switches

Although dlgedit is a graphical editor, there are a few command-line options you may find useful at times.

 -c           compile all SOURCES and exit 

If the -c option is specified with a list of dialogue source files (recognizable by their .adlg suffix), these sources are turned into python dialogue scripts without invoking the graphical editor.

 -d            print pro ject directory and exit 

A dialogue is usually assigned to a certain project, i.e a game. The project directory tells dlgedit where to search for things like character and quest data needed to compile dialogues.

 -j project   specify a default project 

Assigns the given pro ject to new dialogues, or to dialogues that do not belong to a project yet. To properly compile dialogues, they usually need to belong to a project. Works in combination with the -c option.

 -p path     specify a custom pro ject directory 

If your project/game does not reside in the default pro ject directory (which can be queried with the -d option), you can specify an alternative path with this option.

 -v           print version number and exit 

You may specify a list of dialogue sources on the command line. Unless the -c switch is used, all of them will be opened in the editor. If no sources are given, it will start with a new, blank dialogue.

The Main Window

1. The Menu Bar

The File menu allows you to load and save dialogues. Multiple dialogues can be open at any time, in which case you can switch between them with the Window menu. The remaining menu options, mainly those in the Dialogue menu described below will operate on the dialogue currently displayed in the Dialogue Area.

  • Settings This brings up a configuration dialog for pro ject specific options. See the Project Management chapter for details.
  • Python Code This dialog lets you add arbitrary Python code to the resulting dialogue script’s constructor and destructor. The Python Scripting chapter explains in more detail what can be achieved with this.
  • Preview Translation This option is only available when dlgedit was compiled with national language support (NLS). It allows you to load a binary catalogue file (with a .mo suffix) to see how well the translation has turned out. While in preview mode, indicated by the word PREVIEW in the StatusBar, no editing is possible. To return to normal editing mode, chose Dialogue->Exit Preview mode.
  • Compile Create the Python dialogue script used by Adonthell from the current dialogue. Note that the dialogue in its current form will be compiled, not the version that might have been saved to disk earlier. If the compilation was successful, a <dialogue>.py file will be created next to the <dialogue>.adlg sourcefile.
  • Execute Not yet implemented.