A note for the modder about the format of the dialogues:
I used a system of number-to-number. Meaning every Player line is marked with a number, and the NPC response that follows bears the same number. For example:
Player: I initiate this conversation.
NPC: What do you need?
~ I’m player and I say option one. #1
~ I’m another option for the player to pick. #2
~ I’m a third possibility. #3
1
+ I’m the NPC’s response to the player option tagged as 1.
~ I’m a new response to waht was just said and I lead to a new NPC line. #4
~ I’m actually gonna link to same thing as the third possibility from another block. #3
~ I think we should stop talking and go back to playing.
2
+ I’m the NPC’s response to the player option tagged as 2.
~ player yada yada #5
~ yada yada option 2 #2
3
+ NPC line bla bla for option 3. Etc
When it comes to the smaller chats (tiny branching) I used a more condensed visuals, but the mechanic is basically the same. I hope it’s clear, but if it’s not, just ask :) Whenever the ROMANCE variable is to rise, I noted it in brackets. And I noted the places where it’s used for check (it doesn’t happen mid-talk, only the triggering of the talk can be defined by that variable. Let’s not get crazy, yeah?). The lines NPC says are always bolded. In the smaller talks PC talks are in italics for the sake of better visibility.