OurJud wrote:1. The first drop down lets you choose one of three 'types'; Character, Conversation Topic, and Starting Conversation Topic. What do these different types do, and how am I supposed to know which to pick?
Tom is a character, i.e., someone the player can talk to.
A topic is a subject the player can talk about. A starting topic is a topic that is available from the start of the game.
2. There is then a tick box allowing you to choose to 'Automatically hide after showing'. Hide what after showing?
When the player talks to Tom, she will see a list of topics to talk about - initially that will be the starting topics. Generally once a player has talked to Tom on a particular subject, you do not want that topic to appear again, so by default a topic is hidden after it has been done. Untick the box to have it appear in the list even after the player has seen it once.
3. This is followed by an 'Add' box with the heading 'Show these after showing for the first time (must be the name, not the alias)'. What am I supposed to add to this box?
If you want a new topic to appear in the list of subjects after this one, add the name of that topic.
Say Tom has a topic "tom_treasure", in which he casually mentions he has a treasure map. You want a new topic, "tom_treasure_map" to appear in the list of subjects
after the player has talked about treasure to Tom, so the player can now click on that to learn more.
4. We then move on to the normal script options, which don't offer any special script actions, making me wonder how the Conversation tab aids conversation in your game.
At its simplest, ConvLib allows you to set up topics the player can discuss with the character. It will make each topic disappear from the list once used, and it makes it easy for new ones to appear as the conversation progresses. You can do all that just using the Print message script.
That is the framework, but as it is a script that is run, you can have the character give something to the player, unlock doors, hide other topics and do anything else you can imagine at this point.