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This template is useful for documenting dialogues. It is implemented by Module:Dialogue.

Description

Each invocation of this template generates a single dialogue section. A single dialogue consists of one or more dialogue sections.

Each dialogue has a dialogue ID, which must be unique for each NPC, but may be the same for different NPCs. It is used in generating HTML IDs for dialogue sections, and these IDs must be unique. The preferred format for dialogue IDs is lowercase, with parts separated by hyphens (e. g. waking-to-misery-1).

Each dialogue section has a section ID, which is a short internal ID of that section (often just a number). Section IDs must be unique for each dialogue, but may be the same for different dialogues and dialogue sections. Typically, the starting section has ID 1. Recommended format for question list section IDs is q0 for the list itself, and qN for each question (i. e. q1 for question 1, q2 for question 2, et cetera).

Each dialogue section has an NPC name, which is the name of the other side of the dialogue as shown in the dialogue window.

Each dialogue section has dialogue text, which is the text of the dialogue as provided by the game. In case the dialogue text is split into two or more parts (separated by player interaction, who must press "Continue.", which is the sole option, to advance dialogue), these several parts should be merged into one section, and separated by paragraphs containing nothing but $continue.

Each dialogue section has a list of dialogue options, which are variants of responses a player can select for their character to use. Each option has:

  • a type, which is equivalent to the icon displayed in-game next to the option and typically corresponds to the outcome of choosing that option;
  • a text, which is the text of that option as displayed in game;
  • a description, which describes the outcome of choosing that option.

There are four option types:

  • Dialogue icon more.png more options are shown with a speech bubble icon next to them. They often do nothing but advance dialogue. Options that allow to turn in completed quests also use this type.
  • Dialogue icon accept quest.png accept-quest options are shown with a green check mark icon next to them. These options allow to accept new quests or get new objectives for existing quests.
  • Dialogue icon decline quest.png decline-quest options are shown with a red diagonal cross icon next to them. These options allow to decline a new quest or objective. They typically do nothing but end dialogue.
  • Dialogue icon end.png end options are shown with an icon of an open door with an arrow pointing into it. These options always end the dialogue, and often do nothing else.

There are several standard templates for option descriptions:

  • $jump:id is used when the option advances the dialogue to another section. For example, $jump:2 is used when the option advances the dialogue to section 2. In the output, the section ID is converted to upper case.
  • $farjump:dialogue/section$text$ is used when the option immediately advances the conversation to another dialogue. This is often encountered when turning in quests. As an example, $farjump:dialogue-2/2$quest turn in dialogue$ will describe a jump to section 2 of the dialogue dialogue-2 by the same NPC, describing that dialogue as the quest turn in dialogue.
  • $link:dialogue/section$text$ works similar to $farjump, but inserts only a link and allows to customize its text.
  • $end inserts the sentence Dialogue ends..

Parameters

  • {{{dialogue_id}}} – specifies the dialogue ID (see description). If not specified, the latest specified ID on this page is used. If not specified and never specified before on the page, an error is shown.
  • {{{section_id}}} – specifies the section ID (see description). If not specified, an error is shown.
  • {{{npc_name}}} – specifies the NPC name (see description). If not specified, the latest specified NPC name on this page is used. If not specified and never specified before on the page, the name of the page is used instead.
  • {{{text}}} – specifies the dialogue text (see description).
  • {{{optionN_type}}} – specifies the type for option N (e. g. option1_type specifies the type for option 1). If not specified for an option, the type is assumed to be more.
  • {{{optionN_text}}} – specifies the text for option N (e. g. option1_text specifies the text for option 1). The first option for which text is not specified is assumed to mark the end of the option list.
  • {{{optionN_desc}}} – specifies the description for option N (e. g. option1_desc specifies the description for option 1). If not specified:
    • If the option's type is end or decline-quest, a description of $end is automatically inserted.
    • Otherwise, no description is inserted.

Example

{{Dialogue section
|npc_name = Mage
|dialogue_id = ectoplasm-quest-1
|section_id = 1
|text =
Hey, you!

$continue

Go get me some ectoplasm from the spirits in the crypt nearby!
|option1_text = What do you need ectoplasm for?
|option1_desc = $jump:q1
|option2_text = Is that what you're looking for?
|option2_desc = The player receives the reward for the quest Get Me Some Ectoplasm. $farjump:ectoplasm-quest-2/2$quest turn in dialogue$
|option3_type = accept-quest
|option3_text = Sure.
|option3_desc = The player gets the quest Get Me Some Ectoplasm. $end
|option4_type = decline-quest
|option4_text = Go get your ectoplasm yourself, mage.
|option5_type = end
|option5_text = I'm so tired I can barely hear you. Let's talk tomorrow morning.
}}
{{Dialogue section
|section_id = 2
|text =
I'll use it to perform a ritual that will increase your maximum energy!
|option1_type = accept-quest
|option1_text = More maximum energy? I'm in.
|option1_desc = The player gets the quest Get Me Some Ectoplasm. $end
|option2_type = decline-quest
|option2_text = Do I look like an arcanist?
}}
Mage

Hey, you!

(The player has to selectContinueto advance dialogue.)

Go get me some ectoplasm from the spirits in the crypt nearby!

  1. What do you need ectoplasm for?Dialogue advances to section 2.
  2. Is that what you're looking for?The player receives the reward for the quest Get Me Some Ectoplasm. Dialogue immediately advances to section 2 of the quest turn in dialogue.
  3. Sure.The player gets the quest Get Me Some Ectoplasm. Dialogue ends.
  4. Go get your ectoplasm yourself, mage.Dialogue ends.
  5. I'm so tired I can barely hear you. Let's talk tomorrow morning.Dialogue ends.
Mage

I'll use it to perform a ritual that will increase your maximum energy!

  1. More energy? I'm in.The player gets the quest Get Me Some Ectoplasm. Dialogue ends.
  2. Do I look like an arcanist?Dialogue ends.
{{Dialogue section
|dialogue_id = ectoplasm-quest-2
|section_id = 1
|text =
Did you get the ectoplasm?
|option1_text = Sure, here it is.
|option1_desc = The player receives the reward for the quest Get Me Some Ectoplasm. $jump:2
|option2_type = end
|option2_text = Not yet.
}}
{{Dialogue section
|section_id = 2
|text =
Perfect!

(The mage suddenly makes a finger gun, points it at you and "fires". You feel stronger.)
|option1_text = Can you send me back in time instead?
|option1_desc = A screen flashes white, and the dialogue switches to $link:ectoplasm-quest-1/1$something familiar$...
|option2_type = end
|option2_text = Uh... yeah, right.
}}
Mage

Did you get the ectoplasm?

  1. Sure, here it is.The player receives the reward for the quest Get Me Some Ectoplasm. Dialogue advances to section 2.
  2. Not yet.Dialogue ends.
Mage

Perfect!

(The mage suddenly makes a finger gun, points it at you and "fires". You feel stronger.)

  1. Can you send me back in time instead?A screen flashes white, and the dialogue switches to something familiar...
  2. Uh... yeah, right.Dialogue ends.