First work on dialogic, resized guild, and started implementing portraits.
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[gd_scene load_steps=3 format=3 uid="uid://syki6k0e6aac"]
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[ext_resource type="Script" path="res://addons/dialogic/Modules/DefaultLayoutParts/Base_TextBubble/text_bubble_base.gd" id="1_urqwc"]
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[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_70ljh"]
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content_margin_left = 5.0
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content_margin_top = 5.0
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content_margin_right = 5.0
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content_margin_bottom = 5.0
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bg_color = Color(0, 0, 0, 0.654902)
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[node name="TextBubbleHolder" type="CanvasLayer"]
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script = ExtResource("1_urqwc")
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[node name="Example" type="Control" parent="."]
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visible = false
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layout_mode = 3
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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grow_horizontal = 2
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grow_vertical = 2
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[node name="Label" type="RichTextLabel" parent="Example"]
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layout_mode = 1
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anchors_preset = 2
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anchor_top = 1.0
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anchor_bottom = 1.0
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offset_left = 12.0
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offset_top = -235.0
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offset_right = 835.0
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offset_bottom = -14.0
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grow_vertical = 0
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theme_override_styles/normal = SubResource("StyleBoxFlat_70ljh")
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bbcode_enabled = true
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text = "This is a fallback bubble, that is not actually connected to any character. In game use the following code to add speech bubbles to a character:
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[color=darkgray]
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var layout = Dialogic.start(timeline_path)
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layout.register_character(character_resource, node)
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[/color]
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- [color=lightblue]character_resource[/color] should be a loaded DialogicCharacter (a .dch file).
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- [color=lightblue]node[/color] should be the 2D or 3D node the bubble should point at.
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-> E.g. [color=darkgray]layout.register_character(load(\"res://path/to/my/character.dch\"), $BubbleMarker)"
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[node name="CRT" type="ColorRect" parent="Example"]
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layout_mode = 0
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offset_left = 504.0
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offset_top = 290.0
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offset_right = 540.0
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offset_bottom = 324.0
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rotation = 0.785397
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color = Color(1, 0.313726, 1, 1)
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[node name="Marker" type="Marker2D" parent="Example/CRT"]
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position = Vector2(10.6066, 9.1924)
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