Kleiner Anfang für Dialog system
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Assets/RPGTALK/Demo/Talks/DemoSnippets.txt
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Assets/RPGTALK/Demo/Talks/DemoSnippets.txt
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[title=Cutscene_0_begin]
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*PlayerName*:Nice! You can start a talk using a button. This dialog window is also a button, you can click it to pass the talk!
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Girl:Exactly. This comportament is perfect for mobile games.
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*PlayerName*:Those arrows above our heads... They are also auto-created, right?
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Girl:Yes they are! RPGTalk smart pointer! Pretty useful for when you don't have the control to the exact character position.
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*PlayerName*:Pretty cool. The arrow indicating that the talk continues and the ability to follow characters are now snippets too, right? What else can they do?
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[save start=FollowUp_Cutscene_0_SaveNode_0_begin break=FollowUp_Cutscene_0_SaveNode_0_end data=FollowingSSQuestion mod=-1]
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[save start=FollowUp_Cutscene_0_SaveNode_1_begin break=FollowUp_Cutscene_0_SaveNode_1_end data=FollowingSSQuestion mod=0]
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[save start=FollowUp_Cutscene_0_SaveNode_2_begin break=FollowUp_Cutscene_0_SaveNode_2_end data=FollowingSSQuestion mod=1]
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[title=Cutscene_0_end]
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[title=FollowUp_Cutscene_0_SaveNode_0_begin]
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Girl:Well... You haven't played this demo before, right? It has the ability to save your choices and change the conversation based on it.
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*PlayerName*:Are you kidding!? That's why you know I haven't played this demo before! Come on! Make me a question so I can test it again!
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Girl:[question=FollowingSSQuestion]Ok... Hum... Are you already following Seize Studios on social media?
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[choice]Yes, I am![newtalk start=FollowUp_FollowUp_Cutscene_0_SaveNode_0_Choice_0_begin break=FollowUp_FollowUp_Cutscene_0_SaveNode_0_Choice_0_end]
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[choice]No, I'm not...[newtalk start=FollowUp_FollowUp_Cutscene_0_SaveNode_0_Choice_1_begin break=FollowUp_FollowUp_Cutscene_0_SaveNode_0_Choice_1_end]
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[title=FollowUp_Cutscene_0_SaveNode_0_end]
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[title=FollowUp_FollowUp_Cutscene_0_SaveNode_0_Choice_0_begin]
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Girl:Nice! This is the best way to show your support for such an amazing and free asset! Now Start the talk again and see my lines changing.
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[title=FollowUp_FollowUp_Cutscene_0_SaveNode_0_Choice_0_end]
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[title=FollowUp_FollowUp_Cutscene_0_SaveNode_0_Choice_1_begin]
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Girl:Wow... Why not? They did their best to deliver this awesome and free asset. You should follow them! Either way, Start the talk again and see my lines changing.
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[title=FollowUp_FollowUp_Cutscene_0_SaveNode_0_Choice_1_end]
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[title=FollowUp_Cutscene_0_SaveNode_1_begin]
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Girl:We already had this conversation today! And you said you were following Seize Studios on social media. I'm going to believe in you! That is very important.
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[title=FollowUp_Cutscene_0_SaveNode_1_end]
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[title=FollowUp_Cutscene_0_SaveNode_2_begin]
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Girl:I won't talk to you anymore, you said you weren't following Seize Studios on social media =(
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[title=FollowUp_Cutscene_0_SaveNode_2_end]
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[title=TMPdemo_begin]
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Text Mesh Pro is fully supported! They way it does sprites change a little bit, be sure to check the Documentation.
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Also, with it you can use the [jitter=5 angle=1]jitter[/jitter] tag! a nice way of saying something [jitter=10 angle=5]spooky[/jitter]
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[title=TMPdemo_end]
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8
Assets/RPGTALK/Demo/Talks/DemoSnippets.txt.meta
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Assets/RPGTALK/Demo/Talks/DemoSnippets.txt.meta
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fileFormatVersion: 2
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guid: 5ef128cb8df764b628526bc4daf41b8e
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timeCreated: 1445881609
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licenseType: Store
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TextScriptImporter:
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42
Assets/RPGTALK/Demo/Talks/DemoTagsText.txt
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Assets/RPGTALK/Demo/Talks/DemoTagsText.txt
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[title=cutscene1-begin]
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FunnyGuy: [dub=0]hum hum hummm... hum hum humm... \n hum hum huhum hum hummmm...
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*PlayerName*: [dub=1]Cof, Cof
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FunnyGuy: Oh, I'm sorry. I haven't seen you there. What can I help you?
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*PlayerName*: I'm here to learn about tags in RPGTalk!
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FunnyGuy: Well you have already used one! Using the <b>dub</b> tag, you can make a sound! Thanks to the [sprite=0] RPGTalkDubSounds Component.
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*PlayerName*: [dub=1]Cof, Cof... \n Wow! It is true! And I just breaked a line!
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FunnyGuy: Also, Rich text is fully supported now. You can make anything <b>bold</b>, <i>italic</i>, change text <size=30>Size</size> or even its <color=red>color</color>
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*PlayerName*: <b><i><color=blue>NICE</color></i></b>
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FunnyGuy: You can now change text speed during the text, so I can tell you something with quite an [speed=5]impact. [/speed] Looks important, right?
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*PlayerName*: Yes! [sprite=1] RPGTalk is getting really amazing! Wait... Did i just used [speed=5]sprites[/speed] inside the text?
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FunnyGuy: Sure! You can have an image occupying space inside the text using the <b>sprite</b> tag. Really cool.
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FunnyGuy: Useful to show tutorial like "press [sprite=2]" or "get [sprite=3] to continue".
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*PlayerName*: Really cool! And that balloon above our heads... It is changed by script?
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FunnyGuy: Not at all! RPGTalk uses our names to define who the canvas should follow!
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*PlayerName*: AWESOME! It would only be better if I could make choices or change the language...
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FunnyGuy: Well... Why don't you talk to the girl on the other room?
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*PlayerName*: You are joking?!?
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FunnyGuy: [dub=0]hum hum hummm... hum hum humm... hum hum huhum hum hummmm...
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[title=cutscene1-end]
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[title=cutscene2-begin]
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*PlayerName*: So... I heard you can tell more about Choices or Languages?
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Girl: Of course! You can now change language easily using [sprite=0] RPGTalkLocalization.
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Girl: It doesn't even need to be something inside RPGTalk! You can use [sprite=1] RPGTalkLocalizationString to change any UI Text.
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*PlayerName*: [expression=surprised] Looks amazing! How can I test it? Wait, my photo is action accordingly to my expression?
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Girl: [question=0]You wanted to know about choices? So choose your language:
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[choice]American English [newtalk start=choseEnglish_begin break=choseEnglish_end]
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[choice]Brazilian Portuguese [newtalk start=chosePortuguese_begin break=chosePortuguese_end]
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[title=cutscene2-end]
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[title=languageUI]
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Current Language: American English
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[title=chosePortuguese_begin]
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Girl: Portuguese? Ok! I can work with that. Bada-bin-bada-bum, when this talk ends, you have everything in the right language!
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[title=chosePortuguese_end]
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[title=choseEnglish_begin]
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Girl: English? But you are already in english!
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[title=choseEnglish_end]
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Assets/RPGTALK/Demo/Talks/DemoTagsText.txt.meta
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Assets/RPGTALK/Demo/Talks/DemoTagsText.txt.meta
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fileFormatVersion: 2
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guid: 021225d7446054118b462c3c95deb3ab
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timeCreated: 1445881609
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licenseType: Store
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42
Assets/RPGTALK/Demo/Talks/DemoTagsText_PT_BR.txt
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Assets/RPGTALK/Demo/Talks/DemoTagsText_PT_BR.txt
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[title=cutscene1-begin]
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FunnyGuy: [dub=0]hum hum hummm... hum hum humm... hum hum huhum hum hummmm...
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*PlayerName*: [dub=1]Cof, Cof
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FunnyGuy: Oh, Me desculpe. Não vi você aí. No que posso te ajudar?
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*PlayerName*: Estou aqui para aprender sobre tags no RPGTalk!
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FunnyGuy: Bem, você já usou uma! Usando a tag <b>dub</b>, você consegue fazer um som! Graças ao componente [sprite=0] RPGTalkDubSounds.
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*PlayerName*: [dub=1]Cof, Cof... Wow! É verdade!
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FunnyGuy: Além disso, Rich text agora é totalmete suportado. Você pode fazer qualquer coisa <b>negrito</b>, <i>itálico</i>, mudar o <size=30>Tamanho</size> do texto ou até sua <color=red>cor</color>
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*PlayerName*: <b><i><color=blue>LEGAL</color></i></b>
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FunnyGuy: Você também pode mudar a velocidade durante o texto, assim eu posso te falar algo com algum [speed=5]impacto. [/speed] Parece importante, não é?
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*PlayerName*: Sim! [sprite=1] RPGTalk está ficando realmente incrível! Espera... Eu acabei de usar [speed=5]sprites[/speed] dentro de um texto?
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FunnyGuy: Com certeza! Você pode ter uma imagem ocupando espaço dentro do texto usando a tag <b>sprite</b>. Bem legal.
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FunnyGuy: Útil para mostrar tutoriais como "pressione [sprite=2]" ou "pegue [sprite=3] para continuar".
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*PlayerName*: Realmente ótimo! E esse balão nas nossas cabeças... É trocado por script?
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FunnyGuy: Não mesmo! RPGTalk usa os nossos nomes para definir quem esse canvas deve seguir.
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*PlayerName*: Incrível! Só seria melhor se eu pudesse fazer escolhas ou mudar a língua...
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FunnyGuy: Bem... Por que você não fala com a garota na outra sala?
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*PlayerName*: Tá falando sério!?
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FunnyGuy: [dub=0]hum hum hummm... hum hum humm... hum hum huhum hum hummmm...
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[title=cutscene1-end]
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[title=cutscene2-begin]
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*PlayerName*: Então... Ouvi falar que você pode me dizer mais sobre Escolhas e Línguas?
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Girl: Claro! Você pode mudar de língua fácil usando [sprite=0] RPGTalkLocalization.
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Girl: Não precisa nem ser algo dentro do RPGTalk! você pode usar [sprite=1] RPGTalkLocalizationString para mudar qualquer texto de UI.
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*PlayerName*: [expression=surprised] Parece ótimo! Como eu testo isso? Espera, eu estou com a foto reagindo a minha expressão?
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Girl: [question=0]Você queria saber sobre escolhas? Escolha sua língua:
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[choice]Inglês Americano [newtalk start=choseEnglish_begin break=choseEnglish_end]
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[choice]Português Brasileiro [newtalk start=chosePortuguese_begin break=chosePortuguese_end]
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[title=cutscene2-end]
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[title=languageUI]
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Língua Atual: Português Brasileiro
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[title=chosePortuguese_begin]
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Girl: Português? Você já está em português!
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[title=chosePortuguese_end]
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[title=choseEnglish_begin]
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Girl: Inglês? Ok! Bada-bin-bada-bum, quando a conversa acabar, tudo vai estar assim!
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[title=choseEnglish_end]
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Assets/RPGTALK/Demo/Talks/DemoTagsText_PT_BR.txt.meta
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guid: cb87d0b218a1b455187320ce74fe7926
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timeCreated: 1445881609
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licenseType: Store
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12
Assets/RPGTALK/Demo/Talks/DemoTimeline.txt
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Assets/RPGTALK/Demo/Talks/DemoTimeline.txt
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Unity-chan...? What are you doing here?
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I'm here to learn more about Timeline in Unity and RPGTalk!
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Well, RPGTalk is now integrated with Timeline, so you can build your cutscenes easily!
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Really? Awesome!
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I guess that the sounds can be played used te Timeline itself or using the RPGTalkDubSounds, so we can have something like different sounds for different languages.
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That's right. These talks can be scripted but RPGTalk can also pause the timeline while waiting the player to finish the talk.
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Really? Let me test it!
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[dub=0]3... 2... 1...
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[dub=1]Start!
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It is true!
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Yes it is! Now is even easier to build your own cutscenes!
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I see! Thank you! Unity-chan is out!
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Assets/RPGTALK/Demo/Talks/DemoTimeline.txt.meta
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1
Assets/RPGTALK/Demo/Talks/DemosText.txt
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Frank: Dieser Text steht in der DemosText datei. Das ist der Standardtext der dem RPGTalk-Holder gegeben wird
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Assets/RPGTALK/Demo/Talks/DemosText.txt.meta
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