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+[gd_scene load_steps=19 format=3 uid="uid://b1mr4ghmqeyo"]
+
+[ext_resource type="Texture2D" uid="uid://cwcpgpol7rsy3" path="res://addons/escoria-wizard/graphics/help/left3.png" id="1"]
+[ext_resource type="Texture2D" uid="uid://c2je46nm3myer" path="res://addons/escoria-wizard/graphics/help/left4.png" id="2"]
+[ext_resource type="Texture2D" uid="uid://b22tpg7go03h3" path="res://addons/escoria-wizard/graphics/help/left5.png" id="3"]
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+[ext_resource type="Texture2D" uid="uid://25m5reo66c0j" path="res://addons/escoria-wizard/graphics/help/right4.png" id="5"]
+[ext_resource type="Texture2D" uid="uid://b4bksi1cyftii" path="res://addons/escoria-wizard/graphics/help/middleall.png" id="6"]
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+[ext_resource type="Texture2D" uid="uid://duonunl0qli8g" path="res://addons/escoria-wizard/graphics/help/help_background.png" id="14"]
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+[ext_resource type="Texture2D" uid="uid://dw3aw81agyx7p" path="res://addons/escoria-wizard/graphics/help/right1.png" id="17"]
+[ext_resource type="Script" uid="uid://de8nuechh5y3b" path="res://addons/escoria-wizard/help_window.gd" id="18"]
+
+[node name="help_window" type="Window"]
+exclusive = true
+script = ExtResource("18")
+
+[node name="VBoxContainer" type="VBoxContainer" parent="."]
+offset_left = 4.0
+offset_top = 4.0
+offset_right = 908.0
+offset_bottom = 638.0
+
+[node name="Background" type="TextureRect" parent="VBoxContainer"]
+layout_mode = 2
+texture = ExtResource("14")
+
+[node name="CenterContainer" type="CenterContainer" parent="VBoxContainer"]
+layout_mode = 2
+
+[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer/CenterContainer"]
+layout_mode = 2
+
+[node name="prev_button" type="Button" parent="VBoxContainer/CenterContainer/HBoxContainer"]
+layout_mode = 2
+text = "<- Previous Page"
+
+[node name="Control" type="Control" parent="VBoxContainer/CenterContainer/HBoxContainer"]
+custom_minimum_size = Vector2(40, 20)
+layout_mode = 2
+
+[node name="next_button" type="Button" parent="VBoxContainer/CenterContainer/HBoxContainer"]
+layout_mode = 2
+text = "Next Page ->"
+
+[node name="masks" type="Control" parent="."]
+layout_mode = 3
+anchors_preset = 0
+offset_right = 40.0
+offset_bottom = 40.0
+
+[node name="leftall" type="TextureRect" parent="masks" groups=["masks"]]
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+modulate = Color(1, 1, 1, 0.784314)
+layout_mode = 0
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+texture = ExtResource("13")
+
+[node name="middleall" type="TextureRect" parent="masks" groups=["masks"]]
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+modulate = Color(1, 1, 1, 0.784314)
+layout_mode = 0
+offset_left = 324.0
+offset_top = 8.0
+offset_right = 663.0
+offset_bottom = 610.0
+texture = ExtResource("6")
+
+[node name="rightall" type="TextureRect" parent="masks" groups=["masks"]]
+visible = false
+modulate = Color(1, 1, 1, 0.784314)
+layout_mode = 0
+offset_left = 678.0
+offset_top = 8.0
+offset_right = 904.0
+offset_bottom = 610.0
+texture = ExtResource("9")
+
+[node name="page1" type="TextureRect" parent="masks" groups=["masks"]]
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+modulate = Color(1, 1, 1, 0.784314)
+layout_mode = 0
+offset_left = 4.0
+offset_top = 4.0
+offset_right = 305.0
+offset_bottom = 606.0
+
+[node name="page2" type="TextureRect" parent="masks" groups=["masks"]]
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+layout_mode = 0
+offset_left = 8.0
+offset_top = 8.0
+offset_right = 309.0
+offset_bottom = 610.0
+texture = ExtResource("15")
+
+[node name="page3" type="TextureRect" parent="masks" groups=["masks"]]
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+layout_mode = 0
+offset_left = 678.0
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+texture = ExtResource("17")
+
+[node name="page4" type="TextureRect" parent="masks" groups=["masks"]]
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+texture = ExtResource("8")
+
+[node name="page5" type="TextureRect" parent="masks" groups=["masks"]]
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+texture = ExtResource("1")
+
+[node name="page6" type="TextureRect" parent="masks" groups=["masks"]]
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+texture = ExtResource("2")
+
+[node name="page7" type="TextureRect" parent="masks" groups=["masks"]]
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+[node name="page8" type="TextureRect" parent="masks" groups=["masks"]]
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+
+[node name="page9" type="TextureRect" parent="masks" groups=["masks"]]
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+
+[node name="page10" type="TextureRect" parent="masks" groups=["masks"]]
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+texture = ExtResource("4")
+
+[node name="page11" type="TextureRect" parent="masks" groups=["masks"]]
+visible = false
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+layout_mode = 0
+offset_left = 678.0
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+texture = ExtResource("11")
+
+[node name="page12" type="TextureRect" parent="masks" groups=["masks"]]
+visible = false
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+layout_mode = 0
+offset_left = 678.0
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+
+[node name="page13" type="TextureRect" parent="masks" groups=["masks"]]
+visible = false
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+layout_mode = 0
+offset_left = 678.0
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+offset_right = 904.0
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+texture = ExtResource("5")
+
+[node name="page14" type="TextureRect" parent="masks" groups=["masks"]]
+visible = false
+modulate = Color(1, 1, 1, 0.882353)
+layout_mode = 0
+offset_left = 678.0
+offset_top = 8.0
+offset_right = 904.0
+offset_bottom = 610.0
+texture = ExtResource("10")
+
+[node name="page15" type="TextureRect" parent="masks" groups=["masks"]]
+visible = false
+modulate = Color(1, 1, 1, 0.784314)
+layout_mode = 0
+offset_left = 678.0
+offset_top = 8.0
+offset_right = 979.0
+offset_bottom = 610.0
+
+[node name="text" type="Control" parent="."]
+layout_mode = 3
+anchors_preset = 0
+offset_right = 40.0
+offset_bottom = 40.0
+
+[node name="page1" type="Label" parent="text" groups=["pagetext"]]
+visible = false
+layout_mode = 0
+anchor_left = 0.5
+anchor_top = 0.5
+anchor_right = 0.5
+anchor_bottom = 0.5
+offset_left = 229.0
+offset_top = 137.0
+offset_right = 699.0
+offset_bottom = 440.0
+text = "Escoria Player Creator
+
+Game characters in Escoria are Godot scenes with an ESCPlayer node.
+The ESCPlayer requires configuration to define things like how many
+directions the character has animations defined for, and which
+movement direction in the game world corresponds to each animation.
+
+While Escoria can create characters that can move in as many
+directions as you like, most games will feature characters that can
+move in either 4 or 8 directions. For each direction, walk, talk and idle
+animations are required. This tool simplifies the process for configuring
+all these settings.
+
+These help pages will guide you through the process, but essentially you
+give your character a name, choose 4 or 8 directions, then choose frames
+from sprite sheets for walk, talk and idle animations in each direction.
+
+Click the \"Next Page\" button below to progress to the next help page."
+
+[node name="page2" type="Label" parent="text" groups=["pagetext"]]
+visible = false
+layout_mode = 0
+anchor_left = 0.5
+anchor_top = 0.5
+anchor_right = 0.5
+anchor_bottom = 0.5
+offset_left = 301.0
+offset_top = 6.0
+offset_right = 657.0
+offset_bottom = 156.0
+text = "Use the name field to supply a name for your character.
+Any changes to the name will be reflected to the
+global_id field. The global_id is used to identify the
+character in scripts.
+
+Note that you can change the global_id to be different
+from the name if you choose. It's generally easiest
+to keep them the same but there's no requirement to.
+"
+
+[node name="page3" type="Label" parent="text" groups=["pagetext"]]
+visible = false
+layout_mode = 0
+anchor_left = 0.5
+anchor_top = 0.5
+anchor_right = 0.5
+anchor_bottom = 0.5
+offset_left = 299.0
+offset_top = 10.0
+offset_right = 654.0
+offset_bottom = 194.0
+text = "Use the \"Load Spritesheet\" button to load a spritesheet
+graphic. The spritesheet is an image that contains one
+or more sprite frames that will be used for the walk,
+talk and/or idle animation frames for the character.
+
+The character creator remembers which spritesheet is
+used for each type and direction of animation, so you
+can use one spritesheet for all the animations, one
+spritesheet per animation, or any combination
+inbetween.
+"
+
+[node name="page4" type="Label" parent="text" groups=["pagetext"]]
+visible = false
+layout_mode = 0
+anchor_left = 0.5
+anchor_top = 0.5
+anchor_right = 0.5
+anchor_bottom = 0.5
+offset_left = 298.0
+offset_top = 59.0
+offset_right = 591.0
+offset_bottom = 124.0
+text = "Use these buttons to indicate whether your
+character will have animations facing in either
+4 or 8 directions. This can be changed at any
+time while creating the character."
+
+[node name="page5" type="Label" parent="text" groups=["pagetext"]]
+visible = false
+layout_mode = 0
+anchor_left = 0.5
+anchor_top = 0.5
+anchor_right = 0.5
+anchor_bottom = 0.5
+offset_left = 303.0
+offset_top = 105.0
+offset_right = 596.0
+offset_bottom = 170.0
+text = "You will use these buttons to choose whether
+you are currently creating walk, talk, or idle
+animations."
+
+[node name="page6" type="Label" parent="text" groups=["pagetext"]]
+visible = false
+layout_mode = 0
+anchor_left = 0.5
+anchor_top = 0.5
+anchor_right = 0.5
+anchor_bottom = 0.5
+offset_left = 133.0
+offset_top = 126.0
+offset_right = 523.0
+offset_bottom = 378.0
+text = "Click the arrow matching the direction you wish to create
+an animation for. For example, if you select walk from the
+options above, and the right arrow, you'll be creating the
+animation for the character walking right.
+
+Once you store (save) the animation, the arrow will change
+to a green colour to show you the animation has been
+configured. It can still be edited once it has been stored.
+
+When you select an direction that isn't up or down, the
+mirror button will appear. If you click this button, the
+animation will be created automatically as a mirror of the
+opposite side's animation. e.g. If you create the right side
+animation, you can click the left arrow then the mirror
+button to quickly create the left hand animation."
+
+[node name="page7" type="Label" parent="text" groups=["pagetext"]]
+visible = false
+layout_mode = 0
+anchor_left = 0.5
+anchor_top = 0.5
+anchor_right = 0.5
+anchor_bottom = 0.5
+offset_left = 63.0
+offset_top = 369.0
+offset_right = 334.0
+offset_bottom = 417.0
+text = "When you select the animation frames to
+define a particular animation, a preview
+of the animation will be shown in this box."
+
+[node name="page8" type="Label" parent="text" groups=["pagetext"]]
+visible = false
+layout_mode = 0
+anchor_left = 0.5
+anchor_top = 0.5
+anchor_right = 0.5
+anchor_bottom = 0.5
+offset_left = 37.0
+offset_top = 21.0
+offset_right = 308.0
+offset_bottom = 103.0
+text = "This is the currently loaded spritesheet.
+As you select particular frames to be
+part of the current animation, a box will
+be drawn around them to help you see
+what is included in the animation."
+
+[node name="page9" type="Label" parent="text" groups=["pagetext"]]
+visible = false
+layout_mode = 0
+anchor_left = 0.5
+anchor_top = 0.5
+anchor_right = 0.5
+anchor_bottom = 0.5
+offset_left = 339.0
+offset_top = 422.0
+offset_right = 610.0
+offset_bottom = 538.0
+text = "Use this slider to reset the zoom level
+on the spritesheet. The zoom is only
+used in this tool and will not affect the
+zoom level of your character in game.
+
+Use the reset button to reset the zoom
+level."
+
+[node name="page10" type="Label" parent="text" groups=["pagetext"]]
+visible = false
+layout_mode = 0
+anchor_left = 0.5
+anchor_top = 0.5
+anchor_right = 0.5
+anchor_bottom = 0.5
+offset_left = 354.0
+offset_top = 511.0
+offset_right = 594.0
+offset_bottom = 559.0
+text = "This information window tells you the
+filename of the currently loaded
+spritesheet."
+
+[node name="page11" type="Label" parent="text" groups=["pagetext"]]
+visible = false
+layout_mode = 0
+anchor_left = 0.5
+anchor_top = 0.5
+anchor_right = 0.5
+anchor_bottom = 0.5
+offset_left = 297.0
+offset_top = 28.0
+offset_right = 622.0
+offset_bottom = 229.0
+text = "Once you've loaded your spritesheet you need to
+tell the character creator how to divide it into
+individual frames with the horizontal/vertical
+frames selectors.
+
+The start/end frame selectors tell the tool which
+frames to use from the spritesheet to create the
+animation.
+
+The speed slider defines the speed of this
+animation in frames per second. Each animation
+can have a different speed value if desired."
+
+[node name="page12" type="Label" parent="text" groups=["pagetext"]]
+visible = false
+layout_mode = 0
+anchor_left = 0.5
+anchor_top = 0.5
+anchor_right = 0.5
+anchor_bottom = 0.5
+offset_left = 374.0
+offset_top = 124.0
+offset_right = 651.0
+offset_bottom = 189.0
+text = "These lines are informational. They tell you
+how big the current spritesheet is, and how
+big each animation frame is based on the
+frame settings above."
+
+[node name="page13" type="Label" parent="text" groups=["pagetext"]]
+visible = false
+layout_mode = 0
+anchor_left = 0.5
+anchor_top = 0.5
+anchor_right = 0.5
+anchor_bottom = 0.5
+offset_left = 374.0
+offset_top = 171.0
+offset_right = 648.0
+offset_bottom = 321.0
+text = "When you change the settings for the
+current animation, the \"store animation\"
+button will appear. This saves the current
+settings to the selected animation.
+
+If the settings are changed back to how
+they were, the store button will
+disappear to tell you that there is currently
+no change to save."
+
+[node name="page14" type="Label" parent="text" groups=["pagetext"]]
+visible = false
+layout_mode = 0
+anchor_left = 0.5
+anchor_top = 0.5
+anchor_right = 0.5
+anchor_bottom = 0.5
+offset_left = 332.0
+offset_top = 228.0
+offset_right = 660.0
+offset_bottom = 429.0
+text = "Click this button to export the completed character
+out to a Godot scene for use by Escoria.
+Note that a walk, talk and idle animation for each of
+the specified (4 or 8) directions must have been
+set up before you can export the character.
+
+If any animations haven't been configured, it will
+tell you that animations are missing.
+
+Direction arrows that haven't turned green are a
+visual indicator of the directions still requiring
+animations."
+
+[node name="page15" type="Label" parent="text" groups=["pagetext"]]
+visible = false
+layout_mode = 0
+anchor_left = 0.5
+anchor_top = 0.5
+anchor_right = 0.5
+anchor_bottom = 0.5
+offset_left = 273.0
+offset_top = 143.0
+offset_right = 663.0
+offset_bottom = 412.0
+text = "Once you have exported your character they will be a saved
+ESCPlayer scene in your filesystem. The scene will be named
+based on the name you gave your character in the Name
+field.
+
+If this is a user-controllable character, this character can now
+be included in your game by :
+
+* Creating a Godot scene for your room
+* Creating an ESCRoom node
+* Selecting the created ESCPlayer scene as the Player Scene
+ property in that node.
+
+If they are an NPC, add the scene to your scene tree, and
+program them in your ESC scripts using the global_id you
+have configured."
+
+[connection signal="pressed" from="VBoxContainer/CenterContainer/HBoxContainer/prev_button" to="." method="help_on_prev_button_pressed"]
+[connection signal="pressed" from="VBoxContainer/CenterContainer/HBoxContainer/next_button" to="." method="help_on_next_button_pressed"]