Dialog

Dialog (How-To)
Dialog was added to CartCrawlers in version 0.6 along with the campaign mode. Its used to give the player information and allow them to talk to various NPCs.

Adding Dialog to a Level


There are currently 5 ways to add customized dialog to your level, all of them Trigger-Volumes.
 * 1) The Basic Dialog Trigger will spawn dialog with your settings when the player enters the trigger-radius.
 * 2) The one with the E on it acts the same but only works if the player presses their "Activate" button while in the radius (used in Cactus Canyon when you pickup the blue battery in the shop)
 * 3) The one with the number toggles when it detects a MapVar reaching a specified value.
 * 4) The sign one spawns a sign with your dialog stored in it.
 * 5) And the one with Merasmus spawns an NPC with your dialog assigned to it.

Magic Words and Things to Look Out For
For one, NEVER put a line-break in a dialog sequence, a linebreak in the volume data of your level file will cause your level to fail to load. (ex. "I don't know what you did. ¯\_(ツ)_/¯" ) <-- This will not work!

If you want a linebreak to show up in your dialog put a "\n" in it, this, along with all the other font commands do work within dialog.

 is the magic word to add a page break to your dialog. If you want the npc to say two things on separate screens put something like "Hello thereIts been a while since we talked"

 gets replaced with your current character name, if your playing demo, it will replace that tag with "Demo"

 (and other classes) is the unlock-character cutscene. The unlock trigger is tied to the magic word and WILL unlock the characters when in a custom level.

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These are boss cutscenes, they bring up the fancy portraits of the boss. Some of the Engie ones are unused in the Main Campaign.

Character Portraits
When adding dialog there's a field for adding a character portrait.