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Add Action Node docs
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dialogue_sequences/all.ds

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"id": "node:9",
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"type": "ACTION",
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"position": "(4040.0, 360.0)",
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"description": "Register that Clue 1 was found",
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"description": "Advance time [4h]",
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"action_type": "SCRIPT",
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"action_script_ref": "uid://cc7stjcigkq7f",
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"values": [

docs/latest/concepts/action-node.md

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docs/latest/concepts/index.md

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---
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This chapter goes over some fundamental concepts of Parley. It covers the
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overarching design of the Parley plugin, information about Nodes, Edges, Stores
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as well as the various features of Parley.
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overarching design of the Parley plugin, high-level information about Nodes,
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Edges, Stores as well as the various features of Parley.
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---
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description: |
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Parley Runtime: TODO
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---
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Parley Runtime: TODO

docs/latest/examples/index.md

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Parley features. If there's a specific example you'd like to see here, please
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raise
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[a GitHub issue](https://github.com/bisterix-studio/parley/issues/new?category=ideas).
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- [Basic Action Node](https://github.com/bisterix-studio/parley/blob/main/examples/create-action-basic.ds)
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---
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description: |
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Create an Action Node
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---
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An Action Node gives the ability to execute functionality during the processing
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of a Dialogue Sequence. For example, emitting a signal, registering a journal
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entry, or updating state. You can find all sorts of Dialogue Sequence examples
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in the Parley
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[`examples`](https://github.com/bisterix-studio/parley/tree/main/examples)
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folder.
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## Pre-requisites
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- Ensure you have familiarised yourself with the
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[Action Node](../nodes/action-node.md) docs.
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- Parley is installed and running in your Godot Editor.
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- You have followed the [instructions](./register-action.md) to add the relevant
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actions to the system.
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- You have created a basic Dialogue Sequence before. Consult the
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[getting started guide](./create-dialogue-sequence.md) for more info.
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## Instructions
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![Create an Action Node](../../../www/static/docs/create-action-node/create-action-node.gif)
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1. Create an Action Node using the `Insert` dropdown.
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2. Click on the created Action Node in the graph view to open up the Action Node
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Editor.
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3. Enter a high-level descriptive name for what the Action Node represents. This
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is because it can be sometimes hard to work out what actions are doing so the
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more info you can provide up front the better! In this example, we write:
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`Advance time [4h]`
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4. Choose the type of Action you want from the dropdown. In this example, we
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choose: `Script`.
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5. Select the Action you want execute as part of this Node. In this example, we
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choose: `Advance Time`.
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> [tip]: You can click on the pencil icon to the right of the Action to view the
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> selected script in the Godot GDScript editor and optionally edit it.
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1. Choose a value to pass to the Action Node. This must be a value understood by
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the underlying script (chosen in the previous step). In this example, we set
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to: `4h`.
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2. Click the `Save` button in the Parley editor and there we have it! Our first
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dialogue sequence with an Action Node.
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3. Now connect this Node up with other Nodes to continue the Dialogue Sequence
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with your awesome game writing!
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4. You can test out your Dialogue Sequence by clicking the Test Dialogue
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Sequence from start button.

docs/latest/getting-started/create-condition-node.md

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Condition Nodes can be used to conditionally direct users down different
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dialogue branches or even conditionally render options. They are designed to be
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infinitely nested in theory and you can find all sorts of Dialogue Sequence
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examples in the Parley `examples` folder.
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examples in the Parley
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[`examples`](https://github.com/bisterix-studio/parley/tree/main/examples)
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folder.
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## Pre-requisites
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- Ensure you have familiarised yourself with the
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[Condition Node](../concepts/condition-node.md) docs.
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[Condition Node](../nodes/condition-node.md) docs.
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- Parley is installed and running in your Godot Editor.
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- You have followed the [instructions](./register-fact.md) to add the relevant
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facts to the system.

docs/latest/getting-started/create-dialogue-node.md

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A Dialogue Node defines a passage of dialogue for a character within the
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Dialogue Sequence. It is associated with a character which can be used to
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enhance the displayed dialogue. You can find all sorts of Dialogue Sequence
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examples in the Parley `examples` folder.
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examples in the Parley
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[`examples`](https://github.com/bisterix-studio/parley/tree/main/examples)
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folder.
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## Pre-requisites
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- Familiarise yourself with the [Dialogue Node](../concepts/dialogue-node.md)
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docs.
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- Familiarise yourself with the [Dialogue Node](../nodes/dialogue-node.md) docs.
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- Parley is installed and running in your Godot Editor.
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- You have followed the [instructions](./register-character.md) to add the
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relevant characters to the system.
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- You have created a basic Dialogue Sequence before. Consult the
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[getting started guide](./create-dialogue-sequence.md) for more info.
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1. Create a Dialogue Node using the `Insert` dropdown.
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2. Click on the created Dialogue Node in the graph view to open up the Dialogue
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Node Editor.
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3. Click the `Save` button in the Parley editor and there we have it! Our first
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3. Choose a character for your Dialogue Node form the dropdown.
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4. Write some text for your Dialogue that will be displayed to the user.
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5. Click the `Save` button in the Parley editor and there we have it! Our first
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dialogue sequence with dialogue.
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4. Now connect this Node up with other Nodes to continue the Dialogue Sequence
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6. Now connect this Node up with other Nodes to continue the Dialogue Sequence
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with your awesome game writing!
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5. You can test out your Dialogue Sequence by clicking the Test Dialogue
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7. You can test out your Dialogue Sequence by clicking the Test Dialogue
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Sequence from start button.
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> [tip]: You can quickly create dialogue nodes by creating an edge on the right

docs/latest/getting-started/create-dialogue-option-node.md

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A Dialogue Node defines a series of options presented to the player within the
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Dialogue Sequence. You can find all sorts of Dialogue Sequence examples in the
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Parley `examples` folder.
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Parley
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[`examples`](https://github.com/bisterix-studio/parley/tree/main/examples)
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folder.
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## Pre-requisites
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- Familiarise yourself with the
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[Dialogue Option Node](../concepts/dialogue-option-node.md) docs.
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[Dialogue Option Node](../nodes/dialogue-option-node.md) docs.
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- Parley is installed and running in your Godot Editor.
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- You have followed the [instructions](./register-character.md) to add the
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relevant characters to the system.
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- You have created a basic Dialogue Sequence before. Consult the
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[getting started guide](./create-dialogue-sequence.md) for more info.
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2. Click on each created Dialogue Node in the graph view to open up the Dialogue
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Node Editor.
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3. Click the `Save` button in the Parley editor and there we have it! Our first
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dialogue sequence with dialogue.
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dialogue sequence with dialogue options.
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4. Now connect these Nodes up with other Nodes to continue the Dialogue Sequence
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with your awesome game writing!
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5. You can test out your Dialogue Sequence by clicking the Test Dialogue

docs/latest/getting-started/create-dialogue-sequence.md

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An Dialogue Sequence is: TODO.
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For more information on creating nodes within your dialogue sequences, please
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refer to the following guides:
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- [Create a Dialogue Node](./create-dialogue-node.md)
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- [Create a Dialogue Option Node](./create-dialogue-option-node.md)
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- [Create a Condition Node](./create-condition-node.md)
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- [Create a Match Node](./create-match-node.md)
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- [Create an Action Node](./create-action-node.md)
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- [Create a Start Node](./create-start-node.md)
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- [Create an End Node](./create-end-node.md)
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- [Create a Group Node](./create-group-node.md)

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