A field is a keyed bit of content stored on a node. Generally this is your text, audio, images and prefabs that are presented when a given storyteller node is active.
Lexicon Localisation #
Fields are Lexicon Fields meaning they can either be “literals” whose value is stored in the node its self, or they can be localized and thus looked up from the Lexicon database.
Text Fields #
The most common content is typically text and Ogham Storyteller expands what can be done with text in a few meaningful ways.
Links #
You may define links directly in your text using a markdown style syntax
[DisplayText](protocal://data)
Ogham Storyteller UI tools will present these as hyperlinks in the text. The protocal://data system decides what will happen when the player clicks the link.
Ogham://Option.Tag.Path
The main and most used protocol is Ogham://, this will search for the indicated tag path in the list of options on the current node and will invoke it. That is … clicking this link chooses that option.
Ogham is the only protocol that is automatically processed. Other protocols will invoke the appropriate events providing the (Protocol, Data) defined on the link.
Variables #
These let you display values from the storyteller state.
@@Tag.Path(formating)
@@ followed by the GameplayTag dot path you want to read and ended wtih () will read the value as a simple whole number. You can pass in a formating argument using C#’s ToString(format) to apply standard formating logic to the value e.g. @@Some.Tag(N) would format the value as a number according to the player’s culture. … for example 1234567 would become 1,234,567 for many English speaking players.
