Hi,
The full keys are actually:
Each term's key includes information that the Dialogue System needs to be able to identify it. It's just that the i2 editor only shows the part after the last "/".
If you export additional fields, such as actors' Description fields, they will have different keys:
Similarly, if you're also using the Menu Text field, you could have two fields for each dialogue entry node:
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Dialogue System/Conversation/1/Entry1/Dialogue Text
Dialogue System/Conversation/1/Entry1/Menu Text
I'm open to suggestions. I'm hesitant to add the entire dialogue text as part of the key, such as:
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Dialogue System/Conversation/1/Entry1/Dialogue Text/We need to intercept the launch codes before the enemy launches their weapon at our home world.
because it will make the key extremely long.
I could replace the "/" with a different character such as:
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Dialogue System:Conversation:1:Entry1:Dialogue Text
Then the i2 editor will show the entire key. But would that be helpful?