写作 » 对话
September 20, 2026

对话

进行中

本指南仍在扩展和完善中。功能、截图和说明可能会在 Talescape 正式发布前发生变化。若有疑问或需要帮助,请在 官方 Talescape Discord 提问。我们会根据需要澄清或更新页面。

The Dialogue Editor lets you create interactive conversations between characters and the player. Dialogues consist of lines (spoken text or narration) and options (player responses) connected in a visual conversation graph.

Dialogues can branch, react to player choices and trigger logic such as events, variables or item changes. They can belong to a scene, a chapter or the whole story.

1. 对话概览

对话的作用范围和显示样式设置。

The Dialogues panel lists dialogues available in the current scope. Each dialogue represents a conversation that can be triggered from a scene or event.

Multiple dialogues can exist within the same scene. For example, you might create separate dialogues for:

  • Talking to different characters
  • Inspecting objects
  • Repeating interactions after story progress

Each dialogue can be edited independently. Story and chapter dialogues can be reused across several places, while scene dialogues stay local to one scene.

2. 对话作用域

对话的作用范围和显示样式设置。

Dialogue scope determines where a dialogue belongs.

  • Scene: Use this for conversations that only make sense in one location.
  • Chapter: Use this for conversations that can happen anywhere inside one chapter.
  • Story: Use this for conversations that can happen throughout the whole story.

This is useful for phone calls, companion chats or repeated interactions that should not be tied to one room or background. The same conversation can feel different in a rainy forest than in a cozy inn, while still sharing the same dialogue structure.

You can combine scoped dialogues with conditions to show different options depending on the current scene or story state.

3. 对话图

两个对话选项分别通向不同台词。

Dialogues are built using a visual node graph.

Each node represents part of the conversation:

  • Blue nodes: The starting line of the dialogue
  • Dark nodes: Regular dialogue lines
  • Option nodes: Player response choices
  • Green nodes: Dialogue endings

节点可以自由移动,并可通过从一个节点拖动到另一个节点来连接。添加或移除元素时,图会自动更新。使用自动排列可以为分支和重新汇合的路径生成清晰的初始布局,然后再根据需要调整各个节点。

For large conversations, the minimap helps you navigate the dialogue structure.

4. 对话台词

对话说话者和肖像选择器。

Dialogue lines represent text spoken by a character or narrated to the player.

Each line includes the following fields:

  • Text: The dialogue or narration displayed to the player.
  • Audio (optional): A voice clip or text-to-speech file.
  • Speakers: Characters visible during this line.
  • Active Speaker: The character currently speaking.
  • Character Position: 决定角色在屏幕上的显示位置,包括直接的水平和垂直偏移以及立绘的层叠顺序。
  • Scale (optional): Adjusts the visual size of the character sprite.
  • Flip: 水平或垂直翻转立绘。

A dialogue line can include multiple speakers, allowing several characters to appear at once while one is marked as the active speaker.

Lines automatically continue to the next connected node unless the conversation branches into player options.

5. 台词动画

对话预览旁的动画效果菜单。

默认显示样式的对话台词可以为当前说话者设置动画。该动画会在台词变为当前台词时播放。它不会应用到非当前说话者。

可用值:

  • 无: 无台词动画。
  • 强调: 短暂缩放脉冲。
  • 震动: 短暂水平抖动。
  • 颤抖: 小幅抖动。
  • 后坐: 快速向后移动并返回原始位置。
  • 弹跳: 垂直弹跳并返回原始位置。
  • 摆动: 左右移动并返回原始位置。
  • 闪光: 短暂色调闪烁,并恢复正常色调。

此设置仅适用于默认对话显示样式。聊天、电话通话和终端对话不会显示此设置。

位置和缩放在说话者设置中单独配置。这些设置会影响台词之间的立绘位置。台词动画是当前台词上的一次性效果。

6. 说话者效果

说话者的缩放和动画控件。

默认对话样式支持为说话者立绘添加持续效果。与台词激活时只运行一次的台词动画不同,这些效果会在立绘显示期间持续生效。

可用效果:

  • 无: 不使用持续效果。
  • 故障: 间歇性改变立绘的位置、色调、不透明度和缩放。
  • 脉动: 以固定节奏改变立绘的缩放。
  • 呼吸: 应用更缓慢、更细微的缩放变化。

说话者效果仅适用于默认对话显示样式。

7. 对话选项

对话选项的文本和目标台词。

对话选项将一条台词连接到一个或多个可能的路径。它们可以配置为手动选择或自动分支。

手动选择包含:

  • Text: The response shown to the player.
  • Remember: When enabled, the choice is stored automatically so it can be referenced later in the story.
  • Name of the Choice (optional): A unique identifier used when referencing the remembered choice.
  • Conditions: Rules that control when the option is visible.

Options allow you to build branching conversations and context-sensitive responses.

For example:

  • An option can appear only if the player owns a specific item.
  • A response can disappear after it has been chosen once.
  • A special dialogue path can unlock after a previous choice was remembered.

8. 手动选择与自动分支

两个对话选项分别通向不同台词。

对话台词可以通过手动选择或自动分支继续。

  • 手动选择会显示给 Dreamer。它们需要面向玩家的文本,并等待 Dreamer 选择一个可用选项。
  • 自动分支无需显示选项即可进行判断。面向玩家的文本是可选的;可以使用仅在编辑器中显示的分支名称来标识图中的路径。

使用顺序设置控制手动选择的显示顺序或自动分支的判断顺序。手动选择与自动分支分别维护各自的顺序。

9. 条件与逻辑

Dialogues integrate directly with Talescape’s logic systems.

  • Conditions determine whether a line or option is visible.
  • Events define what happens when a line appears or when a choice is selected.

Through events you can:

  • Change variables
  • Give or remove items
  • Unlock achievements
  • Trigger other gameplay systems

This allows story progression and gameplay logic to be handled directly inside conversations.

10. 连接对话节点

Connections between nodes define the flow of the conversation.

You can:

  • Create links by dragging from one node to another
  • Delete links by selecting the connection
  • Move nodes to organize the dialogue layout

Options automatically create branches, allowing multiple possible paths through the conversation.

Green nodes mark dialogue endings, where the interaction concludes and control returns to the scene.

11. 对话整合

Dialogues are typically triggered from a scene element, such as interacting with a character or object. They can also be triggered by broader chapter or story logic when the dialogue scope allows it.

A single scene can contain multiple independent dialogues, allowing different interactions depending on what the player chooses to do.

Dialogues can also use their own background. This is useful for presentation layers such as a phone overlay, where the conversation should appear on top of the current scene without replacing the whole location.

12. 对话显示样式

Dialogues support multiple display styles. The style changes how the same dialogue logic is presented to the player without requiring a separate system for each format.

Available styles include:

  • Default: The standard Talescape dialogue presentation.
  • Chat: A message-like format for text conversations.
  • Phone Call: A focused call presentation for remote conversations.
  • Terminal: A command-line inspired style for computer, system or console exchanges.

Use dialogue styles when the conversation format is part of the story's presentation. The dialogue still uses the same lines, options, speakers, conditions and actions.

默认对话样式,包含角色立绘和两个选项。
夜间森林场景上的聊天对话,手机内显示乡村壁纸、Konrad 的消息和两个选项。
夜间森林场景上的电话对话,手机内显示 Konrad 的肖像、乡村壁纸和两个选项。
终端对话样式,显示完整台词和两个选项。

13. 对话层级

对话设置中的显示样式和图层选项。

层级设置控制默认样式对话相对于场景的放置位置:

  • 前景: 对话背景和角色显示在整个场景之前。
  • 场景内: 对话作为场景的一部分进行渲染,并受到场景光照和氛围的影响。如果场景有前景图片,该图片会显示在对话上方。

层级设置仅适用于默认对话显示样式。

14. 实时编辑与预览

对话编辑器预览,旁边为文本和说话角色设置。

编辑时,对话编辑器可以在实时预览中显示选中的台词或选项。预览支持默认、聊天、电话和终端对话。

使用预览可以:

  • 选择台词和选项并在它们之间导航
  • 在选项后创建一条新台词
  • 为当前台词添加一个新选项
  • 在编辑时检查说话者位置和所选显示样式

当你离开包含未保存更改的台词或选项时,请选择保存或丢弃这些更改。从预览创建的新台词会继承上一条台词的说话者。

15. 最佳实践

  • Keep dialogue lines concise and readable.
  • Choose the narrowest scope that fits the conversation.
  • Use multiple speakers to create more dynamic conversations.
  • Choose a display style that matches the conversation format.
  • Use conditions to make options appear only when relevant.
  • Use remembered choices to track important decisions.
  • Ensure every branch eventually reaches a dialogue ending.
  • Test dialogue paths in Story Preview to verify logic and flow.

Well-designed dialogues form the emotional and structural backbone of interactive stories. They are where characters express themselves and where player choices shape the narrative.

下一步: Codex