===CONVERSATION MAP FILE===
Before you can script conversations in your scenario you must first create a "conversation map" script file. This script file is a "map" of the file locations of the scenario’s conversation scripts; each conversation is stored in its own separate script file.

The name of this file will always be:
"conversations.txt"

Conversations, one per line, are defined with the following formula:
~[Conversation Number]~#[Conversation File Name]

Example:
~1~intro-conversation.txt

M&P will then read this file then load all the conversation script files you defined. 

===CONVERSATION SCRIPT FILES===
Conversation scripts store conversations. Conversations are formatted as follows:

Panel:
~P[Panel Number]~

All lines must start with the panel number between two tildes. For example:
~P1~ would refer to panel 1 in the conversation, ~P2~ would be panel 2 and so on.

Main Text:
MainText1, MainText2, MainText3, MainText4, MainText5, MainText6

This is main text of the panel, which can span up to six lines. It is only necessary to define the text for the lines being used.

Examples:
~P1~MainText1~Where would you like to go?
~P2~MainText1~It was raining in the city by The Bay. 
~P2~MainText2~A hard rain.
~P2~MainText3~Hard enough to wash the slim. 

Face:
MainImage~[Face File Name]

This is what face graphic is displayed on the panel. Face files are found in the Content/graphics/faces folder.

Example:
~P1~MainImage~face-ryo

Choices / Responses:
Choice1Text, Choice2Text, Choice3Text, Choice4Text, Choice5Text, Choice6Text

These are the text of the response choices, of which there can be up to six. It is only necessary to define the text the choices being used. 

Example:
~P1~Choice1Text~Warn Him
~P1~Choice2Text~Slap Him
~P1~Choice3Text~Give Him Detention
~P1~Choice4Text~Cane Him
~P1~Choice5Text~Paddle Him
~P1~Choice6Text~Ask what he thinks

Choice Commands:

Choice1Command~[Command]*[Command]*[Command]…

These are the commands that will be executed if a response is clicked on. You may have an unlimited number of commands attached to each choice.

Example:
~P1~Choice1Command~player.move.map.16*player.move.x.187*player.move.y.774*player.move.facing.1*conversation.end

If the player picked choice 1, the commands move the player character to the canteen map (#16), adjust his position on screen and then close the conversation. 

Finished Example File:

~P1~MainText1~Alright guys. Save your work. Tomorrow we'll finish this and then start the module on 
~P1~MainText2~conditional statements.
~P1~MainImage~face-sparky
~P1~Choice1Text~Next
~P1~Choice1Command~player.move.map.1*player.move.x.1050*player.move.y.1024*player.move.facing.1*conversation.2.panel.2
~P2~MainText1~Time for gym class.
~P2~MainImage~face-jock
~P2~Choice1Text~Next
~P2~Choice1Command~conversation.2.panel.3
~P3~MainText1~Computer class is over. Gym is the next class. When you are prepared report to the gym 
~P3~MainText2~and talk to the coach.
~P3~MainImage~face-default
~P3~Choice1Text~Next
~P3~Choice1Command~conversation.2.finish*conversation.end