Interaction Node Guide
Deep dive into Plotti's core feature - the character interaction system
Interaction nodes enable dynamic dialogue experiences with characters. Players can have natural conversations with characters, with each interaction potentially producing different results.
Interaction Node Overview
What is an Interaction Node?
Interaction nodes allow you to create complex dialogue systems, including:
- Preset Dialogue: Fixed options and responses
- Free Dialogue: Let players input freely, characters respond dynamically
Interaction Tree Structure
Interaction nodes use a tree structure internally to organize dialogue:
Root Node (Scene Description)
│
├── Manual Option A "Say Hello"
│ └── Character Response Text
│ └── Manual Option A1 "Continue Chatting"
│ └── ...
│
├── Manual Option B "Ask About Situation"
│ └── Character Response Text
│ └── Free Dialogue Option
│
└── Free Dialogue Option "Free Chat"Creating an Interaction Node
Step 1: Add Node
- Click the "Interaction Node" button in the left sidebar
- New node will appear at canvas center
- Click node to open editor
Step 2: Basic Settings
| Setting | Description |
|---|---|
| Node Title | Used to identify node on canvas |
| Select Character | Specify character for this interaction |
Step 3: Build Interaction Tree
The left side of the editor shows the interaction tree visualization, the right side is the editing panel for selected node.
Option Types
There are two option types in the interaction tree:
1. Manual Option
Fixed dialogue options that display preset subsequent content when clicked.
Features:
- Fully controllable dialogue flow
- Can continue adding child nodes
- Suitable for important plot branches
Configuration:
| Field | Description |
|---|---|
| Option Text | Option content displayed to player |
| State Update | State changes triggered by selection |
2. Free Dialogue Option
Let players input freely, with characters responding dynamically.
Features:
- Players can input any content freely
- Responds dynamically based on character settings
- Dialogue can continue for multiple rounds
Important: After adding this option, no more child nodes can be added to this branch.
Configuring Interaction Options
Configuration Details
| Setting | Description | Required |
|---|---|---|
| Character Select | Which character the player interacts with | Yes |
| Character Instructions | Tell the character how to behave | Yes |
| Memory Table | How to record in memory table during interaction | No |
| Events | State updates and events triggered during interaction | No |
Character Instructions (Most Important)
Character instructions determine how the character acts during interaction. Good instructions should include:
Scene Description
Tell the character the current situation:
## Current Scene
Sakura is reading a book in a corner of the school library.
It's a quiet afternoon, no one else around.
The player just came over and sat across from you.Character Goals
Define the character's goals for this conversation:
## Dialogue Goals
1. Show curiosity toward the player (who would come to such a remote corner?)
2. Have a tentative chat, understand the player's intentions
3. If the player is friendly, share the mysterious event you're researching
4. Goal: Establish initial trust with the playerBehavior Rules
Define what the character should and shouldn't do:
## Behavior Rules
- Stay reserved, don't proactively reveal too much personal information
- Interested in mysterious topics, but pretend not to care
- No profanity or inappropriate behavior
- If player is rude, politely but firmly refuseSpeaking Style
Describe the character's language characteristics:
## Speaking Style
- Soft tone, occasionally playful
- Likes using particles like "you know" "right"
- Speaks faster when nervous
- Example: "Um... how did you know about this place? Not many people come to this corner, you know."Context
Provide additional background information for the character to reference in dialogue:
- Player already knows about mysterious events at school
- Player has item "Old Diary"
- Sakura's affection for player is currently 20End Conditions
Define when the dialogue should end:
End dialogue when any of these occur:
1. Player clearly states they want to leave
2. Contact information has been exchanged
3. Key plot point triggeredState Updates for Manual Options
Manual options can configure state changes triggered after selection:
Affection Change
- Click "Add State Update"
- Select "Affection Change"
- Select character
- Set change value (positive to increase, negative to decrease)
Item Change
- Click "Add State Update"
- Select "Item Change"
- Select item
- Select operation (add/remove)
- Set quantity
Player Status
- Click "Add State Update"
- Select "Player Status Update"
- Check fields to update
- Enter new values
Best Practices
1. Character Consistency
Ensure character instructions are consistent with settings in Character Management.
2. Specific Scenes
Describe current scene in detail to help character understand the situation.
3. Clear Goals
Give characters clear dialogue goals, avoid aimless chatting.
4. Moderate Guidance
Use manual options to guide key plot points, use free dialogue options to provide exploration space.
5. Test and Refine
Test dialogue multiple times, adjust instructions based on character performance.
FAQ
Q: Character responses don't match settings?
Check if character instructions are detailed enough, especially speaking style and behavior rules sections.
Q: Dialogue won't end properly?
Make sure end conditions are set and explain how to trigger ending in character instructions.
Q: Character responses too long/short?
Specify expected response length in character instructions, e.g., "Keep each response to 2-3 sentences."
Next Steps
- Canvas Operations - Learn canvas operation tips
- Publishing - Learn how to publish scripts