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Add Dialogue Node docs and tidy up tips
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---
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description: |
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A Dialogue Node defines: TODO.
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A Dialogue Node defines a passage of dialogue for a character within the Dialogue Sequence. It is associated with a character which can be used to enhance the displayed dialogue.
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---
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A Dialogue Node defines: TODO.
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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.
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![dialogue-node](../../../www/static/docs/dialogue/dialogue-node.png)
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They have the following characteristics:
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## Character
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The character associated with the Dialogue Node. These are stored in the
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character store and determine the available characters that can be used to
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select against.
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## Text
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The text of the Dialogue. For example, something that the character says.
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> [tip]: The text input supports Godot
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> [BBCode](https://docs.godotengine.org/en/latest/tutorials/ui/bbcode_in_richtextlabel.html)
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> which can be used to enhance the look of your displayed dialogue.

docs/latest/concepts/end-node.md

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writer that reaching this node ends the currently open dialogue. You can find
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all sorts of Dialogue Sequence examples in the Parley `examples` folder.
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![End_node](../../../www/static/docs/end/end_node.png)
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![End_node](../../../www/static/docs/end/end-node.png)
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Other than defining the end of the Dialogue Sequence, they don't have any other
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characteristics.

docs/latest/concepts/match-node.md

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A Match Node is useful for selecting the next node based on the well-known value
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of a variable or expression.
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![match-node](../../../www/static/docs/match/match_node.png)
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![match-node](../../../www/static/docs/match/match-node.png)
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They have the following characteristics:
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docs/latest/concepts/start-node.md

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can find all sorts of Dialogue Sequence examples in the Parley `examples`
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folder.
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![start_node](../../../www/static/docs/start/start_node.png)
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![start_node](../../../www/static/docs/start/start-node.png)
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Other than defining the start of the Dialogue Sequence, they don't have any
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other characteristics.
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If there is no Start Node present, an error will be pushed to the console when
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running the Dialogue Sequence:
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![no_start_node_error](../../../www/static/docs/start/no_start_node_error.png)
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![no_start_node_error](../../../www/static/docs/start/no-start-node-error.png)
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### Multiple Start Nodes present
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If there are multiple Start Nodes present, an error will be pushed to the
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console when running the Dialogue Sequence:
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![multiple_start_node_error](../../../www/static/docs/start/multiple_start_node_error.png)
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![multiple_start_node_error](../../../www/static/docs/start/multiple-start-node-error.png)
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---
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description: |
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Create a Dialogue Node
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---
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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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## 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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- Parley is installed and running in your Godot Editor.
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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 a Dialogue Node](../../../www/static/docs/create-dialogue-node/create-dialogue-node.gif)
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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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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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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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Sequence from start button.
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> [tip]: You can quickly create dialogue nodes by creating an edge on the right
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> hand side of the node and dragging it into empty space. A Dialogue Node will
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> be created when the mouse is released.

docs/toc.ts

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title: "Getting Started",
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pages: [
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["create-dialogue-sequence", "Create a Dialogue sequence"],
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["create-dialogue-node", "Create a Dialogue Node"],
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["create-condition-node", "Create a Condition Node"],
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["create-match-node", "Create a Match Node"],
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["create-start-node", "Create a Start Node"],
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