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Triskele usage

NOTE: Triskele is still very new and can be very unstable. Save often, and make backups.

Basic usage

When you first open Triskele, this is what you'll see:

Triskele when first opened

The dark-colored bar on the right is called the graphs list; it contains all opened files. For now, it's empty.

By clicking the File button at the top-left, or right-clicking on the graphs list, you'll open a menu where you can add a new file. Once you do, you'll see this:

Triskele with a new graph added

The new display on the right is called a graph. You can add multiple graphs via New File or Open File, and switch between them by clicking its name on the graph list.

Each graph contains nodes; there are two on the new graph you just created, a Start node and an End node. There are dots on the sides of the nodes; the dots on the left are called input sockets, while the dots on the right are output sockets.

Note: Each input socket must connect to only ONE output socket! As of right now, Triskele doesn't enforce this, but the resulting files will be invalid! In other words, this is valid:

Sockets (Valid)

This is not:

Sockets (Invalid)

The dialog tree starts at the Start node, and continues from socket to socket until it reaches the End node. You can connect sockets by left-clicking and dragging from an output socket to an input socket. You can disconnect sockets by left-clicking and dragging from an input socket to a blank spot on the graph.

By clicking the Add Node button on the graph, or right-clicking a blank space on the graph, a menu appears that lets you add new nodes to the graph. Node types are described below.

Keybinds

NOTE: As of right now, these keybinds cannot be changed due to a limitation with Godot Engine. See this issue for more information.

File menu:

  • CTRL+N: New file
  • CTRL+S: Save file
  • CTRL+ALT+S: Save-As file
  • CTRL+O: Open File
  • CTRL+W: Close File

Edit menu:

  • CTRL+Z: Undo
  • CTRL+Y: Redo

Nodes

Dialog Node

The Dialog node is the main node type, and what most of your dialog tree will consist of. It contains text to be displayed by the game.

Dialog node

Clicking the label in the center pulls up a larger dialog editor, which you can use to write your text.

Dialog node text editor

Note: Multilanguage support is planned for the future, but as of right now, Triskele only supports English.

Expression Node

The Expression node contains a line of code to be run by the game.

Expression node

Options Node

The Options node represents a list of options that the user can choose from. Options are added and removed via the +/- buttons at the top of the node.

Options node

If "Use Conditions" is checked, then a Condition box is added to the left of each option. These are expressions, which must return booleans. If the expression is false, the option is disabled and cannot be selected by players. If the Condition box is left empty, then the option is always choosable.

Options node with conditions

Condition

The Condition node has an expression of its own, which must return a boolean. It then progresses to either True or False depending on the result.

Condition node