Here are things to do while writing to make sure the dialogue files stay consistent.
Use - before every line of dialogue, this is how we know the NPC is talking/doing an action.
Use "" for when the player or NPC talk. This is to show they are talking and not doing an action.
There are certain premade functions I have hard coded. Like #speaker and #portrait.
#speaker: should be placed within the first line, to give a name to the NPC. Down below, is an example, where I put #speaker: ???, making the NPC name tag go to ???.
#portrait: relates to the image of the NPC.
These will play an animation that changes how the NPC looks. You place the code/line at the end of the dialogue line you want it to appear at.
To make a new animation for this, go to the animation folder, click on the portraits folder. In there, you can make a new folder for an NPC or use the NPC folder you want. Create a new animation clip, ane name it ("NPCNAME_REACTION"). Go to the Animator window, drag that animation clip in it. Then go to the Animation window, (if it says to make a new animation, go to the hierarchy, find dialoguePanel and click on PortraitImage). Go to the animation clip via the Animation window and then drag the image you want into the timeline.
Place the dialogue choice between [] after picking if it is * or +.
Label the dialogue choice 1-4. depending on how many dialogue choices there are.
EXAMPLE:
If you want to change the dialogue choice to be a different color, INK works with rich text tags, likeĀ Yellow
What is happening up ahead is making the text "Yellow" become yellow then removing the color for the next line.
Works with all rich text tags: https://docs.unity3d.com/Packages/[email protected]/manual/StyledText.html