RuneScape:Style guide/Transcripts

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Transcripts are written manuscripts that record text, dialogue and brief descriptions of actions from in-game or other official sources; these include conversations with non-player characters, text from books and other items, quest and event manuscripts, and official texts such as Postbag from the Hedge and Lores and Histories.

Transcripts are useful for sourcing statements for content pages, and allow editors to cite those sources without having to have access to them personally.

Types of transcript[edit source]

Transcripts come from a variety of sources and can be grouped by type:

Transcript templates[edit source]

All transcripts, with the exception of Postbags from the Hedge and Lores and Histories should use the template {{Transcript|type}}, as this categorises transcripts. Valid arguments for the type parameter can be found on the template page documentation.

Quest, miniquest, and event transcripts should include the {{Transcript list|NPC name}} template, including every NPC that speaks in the transcript.

An incomplete dialogue or transcript should be labeled with {{Incomplete|Reasons}} changing reasons to detail what the page is missing.

Location[edit source]

All articles that are transcripts of in-game text should be in the Transcript namespace. Such articles should be titled Transcript:<Subject of transcript>.

Transcripts that belong in this namespace includes:

Transcripts that do not belong in this namespace:

  • Single lines in the chatbox or single frame dialogues that are prompted by using an item; e.g. "You eat the shark."
  • Examine texts, as they generally go into infoboxes
  • Important gameplay instructions directed at the player, rather than their character; e.g. Suak says "Make helm!" as one of his instructions, but his dialogue page does not need to include these lines.
  • Updates, as these have their own namespace
  • Dialogue being referenced in context to prose

Linking to transcripts[edit source]

Content pages that have an associated dialogue page should link to their transcript page in a section titled ==Transcript== followed by the {{hastranscript}} template.

NPC and pet pages also follow this convention, though the section name should instead be ==Dialogue==.

This should be placed above the ==Changes==, ==Trivia==, and/or ==References== sections, but below every other section. (Example)

Formatting[edit source]

Headers[edit source]

NPC dialogue[edit source]

All NPC dialogue transcripts should have the template {{Transcript|npc}} at the top of the article. This adds the transcript page to the correct category and adds attribution to Jagex as the copyright holder. (Example)

If another NPC also speaks in the dialogue then the template {{Transcript list}} should be used at the top of the dialogue page. (Example)

Following this should be the first header ==Header==. All standard dialogue should go under the header ==Standard dialogue==. Standard dialogue is the dialogue you get by talking to the NPC normally. If the dialogue changes depending on the status of a quest, you should add a subheader ===Before [[Quest name]]=== or ===After [[Quest name]]===. If you are transcripting dialogue during a quest, it is considered non-standard, and should then be placed in it's own header ==During [[Quest name]]==. (Example)

Quest, miniquests, and event dialogue[edit source]

All quest transcripts should have the template {{Transcript|quest}} at the top of the article, miniquest transcripts should have the template {{Transcript|miniquest}}, and event transcripts should have the template {{Transcript|event}}. This adds the transcript page to the correct category and adds attribution to Jagex as the copyright holder.

Next should be the list of NPCs that are featured in the quest or miniquest, using the template {{Transcript list}} at the top of the article below the {{Transcript}} template. This list should be in the format: {{Transcript list|NPC 1| NPC 2|NPC 3|NPC 4}}

This produces:

This transcript involves dialogue with Bill, Cook (Lumbridge), Evil Bob, Verzik Vitur, and the player.

Ideally these should be listed in alphabetical order by name as it appears in game.

Following this should be the first header ==Header==. Use appropriate names relating to the location of event occurring at that time in the quest. A new header should be used for every change of location, as well as following significant changes in setting or circumstances. (Example)

Links[edit source]

The dialogue in a transcript page should never contain links. The headers, conditionals, and transcript actions are allowed to contain links. (Example)

Dialogue box text[edit source]

Standard dialogue[edit source]

Dialogue that appears in a dialogue box should be in the following bulleted format. NPC dialogue should be marked with the NPC as the speaker. Player dialogue should be marked with Player as the speaker. (Example)

* '''Player:''' Dialogue
* '''NPC:''' Dialogue
* '''Player:''' Dialogue
** '''NPC:''' Dialogue
** '''Player:''' Dialogue
* '''Player:''' Dialogue
** '''NPC:''' Dialogue
** '''Player:''' Dialogue
* '''NPC:''' Dialogue
* '''Player:''' Dialogue

This appears as:

  • Player: Dialogue
  • NPC: Dialogue
  • Player: Dialogue
    • NPC: Dialogue
    • Player: Dialogue
  • Player: Dialogue
    • NPC: Dialogue
    • Player: Dialogue
  • NPC: Dialogue
  • Player: Dialogue
Spelling or grammatical errors[edit source]

Any misspellings or other typographical errors should be kept in the dialogue transcripts. To indicate clearly that these errors are part of the actual dialogue as it appears in game, these should be marked with the {{sic}} tag, as in the following example:

  • NPC: Dialogue with a typo in it.[sic]

This should normally be used mainly when there are clear grammatical or spelling errors, and not merely where there is a regional variation (such as UK/British English spelling or floor numbering) or stylistic preference employed. (Example)

NPC name edge cases[edit source]

NPC names should appear exactly as shown on-screen. If multiple NPCs share the same name, then they should be numbered in the order in which they first speak, with the number in parentheses, as in the following case:

  • NPC (#1): Dialogue.
  • NPC (#2): More dialogue.
  • NPC (#1): Even more dialogue.

If a particular speaker is not named in the chatbox, yet it is known who is speaking at that point in the dialogue, then that speaker should be named with the name of the speaker in brackets, as in the following case:

  • [NPC:] Dialogue.

If multiple NPCs may speak the same dialogue, and all of these NPCs fall into the same particular category, then it is acceptable to name that category of NPCs as the speaker of that particular dialogue, as in the following case:

  • NPC group: Group dialogue.
Coloured text[edit source]

For text that appears in a certain colour, the template {{Colour|color=correct-color}} should be used, where correct-color is either a web standard colour name (black, gray, silver, white, red, lime, blue, yellow, aqua, fuchsia, maroon, orange, olive, purple, green, navy, teal), or the hexadecimal code that represents a particular colour, should be used to display the text in the correct colour. Text that appears in white should be displayed in black, however, for better readability. (Example)

Empty dialogue[edit source]

If an empty dialogue box appears, as dialogue spoken by any character, then that should be written in this format:

  • NPC: [sic]

If that empty dialogue box appears before and/or after other dialogue - regardless of whether or not that dialogue is spoken by the same character whose silent dialogue is represented by the empty dialogue box - then that should be written in this format:

  • NPC: Dialogue that appears before empty dialogue box.
  • NPC: [sic]
  • NPC: Dialogue that appears after empty dialogue box.

This format clearly indicates that an empty dialogue box appears in the conversation.

Dialogue options[edit source]

At certain times, a player may be presented with more than one option to select in the dialogue. These should be written in the following format:

  • Text
    • Option 1
    • Option 2
    • Option 3

Sometimes, selecting a particular option may present additional options for the player to select, forming a tree of nested dialogue options from which the player may choose. These should be written in the following format:

  • Text
    • Option 1
      • Option A
      • Option B
      • Option C
    • Option 2
      • Option A
      • Option B
      • Option C
    • Option 3

These options should be presented in the order in which they appear to the player within the dialogue box. (Example)

If there is any dialogue in response to a particular option chosen by the player, then that dialogue text should also appear below the relevant selected option, as in the following format:

  • NPC: Question?
    • Answer 1
      • Player: Response 1.
    • Answer 2
      • Player: Response 2.
    • Answer 3
      • Player: Response 3.

This format should be used even when the player responds with words that are identical to the text of the selected options as in the following example:

  • NPC: Question?
    • Answer 1
      • Player: Answer 1
    • Answer 2
      • Player: Answer 2
    • Answer 3
      • Player: Answer 3

This ensures that it is clear within the transcript exactly when the player does and does not speak, and exactly what the player says when the player does speak, as there are some cases in which the player does speak—sometimes by simply repeating option text, or by stating something similar in different words—after choosing a particular response while there are other cases in which the player does not speak at all. The full text of both the selected option and of the dialogue that the player actually says should be written. (Example)

Repeated dialogue options[edit source]

If all of the dialogue options that are shown, at some point further into the dialogue tree, are exactly the same as those initially shown when starting the dialogue at that point, then that may be indicated as follows using {{tact|initial}}: (Example)

  • Text
    • (Shows initial options)

If all of the dialogue options that are shown, after choosing a particular dialogue option and then proceeding with the dialogue, are exactly the same as those shown in the previous set of dialogue options, and are not the initial dialogue options, then that may be indicated as follows using {{tact|previous}}: (Example)

  • Text
    • (Shows previous options)

If all of the dialogue options that are shown, after choosing a particular dialogue option and then proceeding with the dialogue, are exactly the same as those shown in the set of dialogue options that appears previous to the previous set of dialogue options that is shown in the dialogue tree, then that may be indicated as follows using {{tact|previous2}} (or {{tact|previous3}}, if going back another level): (Example for previous2, Example for previous3)

  • Text
    • Option 1
      • Option 1.1
        • Text
          • (Shows previous options)Goes to Options 1.1/1.2
      • Option 1.2
        • Text
          • (Shows previous-to-previous options)Goes to Options 1/2/3
    • Option 2
    • Option 3

If all but one of the dialogue options that are shown, after choosing a particular dialogue option and then proceeding with the dialogue, are exactly the same as those shown previously, and the only exception is that the most recently selected dialogue option is not shown on the list of available choices to select, then that may be indicated as follows using {{tact|other}}: (Example)

  • Text
    • (Shows other options)

These can be used instead of listing all dialogue options again. This should only be used, however, if the list of dialogue options that is shown is exactly the same as that which preceded selection of a particular dialogue option, and not otherwise. If any previous dialogue options are missing, if any new dialogue options have been added, or if any dialogue options have changed, then those changes to the list of available dialogue options should be clearly indicated by listing the relevant available dialogue options at that point.

Non-dialogue text[edit source]

If text that is not spoken by any particular character actually appears in a dialogue box, then it is written in the following format:

  • Text

This is similar to regular dialogue, but with no character marked as speaking that text.

If text describing an action appears in a dialogue box, then that may be written as dialogue box text in a similar format. (Example)

Conditional text[edit source]

If certain dialogue or text only appears under certain conditions, then the conditions under which they occur should be written. Such conditions may include the skill level of the player, whether or not a player has certain items in possession, and/or whether or not certain requirements have been met by the player.

A new section should be made when dialogue under one condition is separate from dialogue under another condition. For example, unique dialogue before, during, and after completion of a quest, or of a certain part of a quest, should be under separate sections. The same is true for the standard dialogue changing depending on if the player has a certain item or if a right-click option is selected. (Example for quest conditions, example for items, example for right-click options)

However, if the dialogue is not unique, but only extended or modified slightly under certain conditions, then the additional dialogue should be part of the same section, with the condition stated above it. Such dialogue may be written in the following format:

  • Text
    • If [insert condition here]:
      • Text

Replace [insert condition here] with the relevant trigger, requirement, or other condition. These conditions should follow the regular style guide, specifically RS:STYLE#POV. Never use you, always use the player. Note that the conditional is one level below that of the previous option or dialogue. (Example)

Player-specific text[edit source]

Where the player's normal name is mentioned in the dialogue, [player name] should be written in place of a player's name. (Example)

Where a name or heraldry specific to the player is mentioned, the category to which it belongs should be identified and written in square brackets in its place. For example:

  • Where a player's Fremennik name is mentioned, [Fremennik name] should be used. (Example)
  • Where a player's family crest is mentioned, [family crest] should be used.

This clearly identifies what the text is while specifying that the actual text is different for each player and specific to that player.

Gender[edit source]

If the text that appears for male and female player characters is not actually different except for certain pronouns—such as he/she or his/her—and/or except for certain terms of address—such as sir/madam or laddie/lassie—then the text may be written once in square brackets with a slash separating the text for males from the text for females, with the text for males on the left and the text for females on the right— for example, as in the following example cases: (Example)

  • You're special, [laddie/lassie].
  • Thank you, [sir/madam].

However, if the text that appears for male and female player characters is significantly different, then gender should be treated as a special condition under which different text appears for different players and the following format should be used: (Example with headers, example with conditional)

Male[edit source]

  • Text for males only

Female[edit source]

  • Different text for females only

OR

  • Text
  • If the player is male:
    • Text for males only
  • If the player is female:
    • Different text for females only

This also applies in cases of different dialogue options appearing for different players based on gender.

Random statements[edit source]

If the dialogue that is spoken in a particular situation may be any one randomly selected statement from a selection of various statements, then that dialogue may be written in the following format using {{Random dialogue}} (see documentation for more info): (Example)

  • A random dialogue will be selected every time NPC is spoken to:
    • Dialogue 1
      • NPC: Random statement.
    • Dialogue 2
      • NPC: Other random statement.
    • Dialogue 3
      • NPC: Another random statement.

Overhead text[edit source]

If dialogue or other relevant text appears over a character's head, that text should be written exactly as it appears above that character's head.

The template {{RSChat}} should be used to write the text in the appropriate style. As standard above-head dialogue text appears in yellow with a shadow, generally the template {{RSChat|shadow=yes|colour=yellow}} should be used. By default, this text already appears in a yellow colour with a shadow, so the |colour=yellow and |shadow=yes parameters are optional and no additional parameters are required. This text will appear in the following format:

  • Nothing interesting happens.

However, if the text that appears over the head of a character appears in a different colour, then yellow should be replaced with the appropriate colour name or hexadecimal code, and if the text appears without a shadow, then |shadow=no should be used.

Above-head text should never be combined, and multiple consecutive statements - even if they are all made by the same character or by the game system - should always be written as separate statements if that is how they appear in-game.

If the overhead text happens during regular dialogue, it should be placed in the dialogue itself. (Example)

If not, place it in its own section. (Example)

Actions[edit source]

For actions not explicitly described by text in dialogue boxes, such actions may be described in any of the following formats as appropriate. This also applies to cutscenes, which are considered major actions. This does not apply, however, to text describing actions that explicitly appears in a dialogue box. If any such text describing an action actually appears in a dialogue box, then that may be written as dialogue box text.

Major actions[edit source]

{{qact}} is to be used each time there is a major action or event not stated in a dialogue box which causes a break in the dialogue. This is to make the dialogue easier to follow. Examples of this might include:

  • A player teleporting. (Example)
  • A cutscene starting. (Example)
  • A player picking something up relevant to the situation.

An example of this in use would be:

  • Dialogue
  • Dialogue
  • Action
  • Dialogue
  • Dialogue

Any dialogue text that appears after the action should be written after the {{qact}} template. This format is also appropriate for cutscenes; if dialogue occurs during the cutscene, then the cutscene start and the cutscene end should be indicated using this format.

Minor actions[edit source]

{{tact}} should instead be used for smaller, less significant actions which do not cause a significant break in the dialogue, particularly when the dialogue quickly and smoothly continues afterwards. This also applies to options which open interfaces such as shops or when an option would end the dialogue where others would continue it. In such cases, the following format may be used to describe the action:

  • NPC: Dialogue
  • Action
  • NPC: More dialogue

This format is also appropriate for such actions as the appearance of a quest noticeboard, the opening of a shop interface, or optionally the closing of dialogue where appropriate.

If the player receives an item then use the following format with {{tact|receives=[a/an/the] [[item name]]}} (Example)

If in a particular scenario or upon selection of a particular option a particular interface opens, such as a puzzle interface or a shop window, then that may be written in the following format using {{tact|opens=name of interface}}: (Example)

The actual name of the given interface as it appears on-screen in the game should be used. If the interface that opens does not have a page, then {{tact|opens2=name of interface}} should be used. (Example)

  • Text that results in interface opening
    • (Grand Exchange collection interface opens.)

Repeated text and dialogue options[edit source]

Sometimes, a particular dialogue option, when selected, will present the same text or dialogue options that are presented elsewhere in the dialogue. If this happens, and if the resulting text is exactly the same, verbatim, as it appears elsewhere, then that may be indicated in the dialogue transcript without repeating the identical text. This also applies to dialogue options that reappear elsewhere in the dialogue.

Text[edit source]

If the text is the same as that which appears in a previous dialogue option, then that may be indicated as follows using {{tact|above}}: (Example)

  • (Same as above)

If the text is the same as that which appears in a later dialogue option, then that may be indicated as follows using {{tact|below}}: (Example)

  • (Same as below)

Dialogue options[edit source]

If some or all of the dialogue options that appear after selecting a particular dialogue option are shown again, then list the relevant options that show, marking where the resulting dialogue is the same as elsewhere when that is the case.

An example is the following:

  • Question?
    • Answer 1
      • Answer 2
        • (Same as below)
      • Answer 3
        • (Same as below)
    • Answer 2
      • Text
      • More text
    • Answer 3
      • Even more text
      • And some more text
    • Answer 4
      • Answer 1
        • (Same as above)
      • Answer 2
        • (Same as above)
      • Answer 3
        • (Same as above)

If the dialogue options that appear after selecting a particular dialogue option are exactly the same as those which appeared at an immediately previous level of the dialogue tree—as is the case when the player responds with 'Back to my other questions...', or something similar—with all previous options shown, then that may be indicated as follows using {{tact|previous}}:

  • (Shows previous options)

As an example, the following:

  • Question?
    • Answer 1
      • Text
    • Answer 2
      • More text
    • Answer 3
      • Even more text
        • Answer 1
        • Answer 2
        • Answer 3

May be written as the following:

  • Question?
    • Answer 1
      • Text
    • Answer 2
      • More text
    • Answer 3
      • Even more text
        • (Shows previous options)

Continuation[edit source]

If dialogue from an earlier part of the dialogue ends early and then proceeds to the next part of the dialogue, then that may optionally be written in the following format, where appropriate using {{tact|continue}}:

  • Text
    • (Continues below)

As an example, in the following case:

  • Question
    • Answer 1
      • (Continues below)
    • Answer 2
      • More text
        • Answer 1
          • (Same as above)
        • Answer 2
          • (Same as above)
  • Text
  • More text

Selecting the dialogue option Answer 1 proceeds to the next part of the dialogue starting with Text. (Example)

Ordering[edit source]

It is preferable to write the complete dialogue text where it first appears earlier in the transcript, and then indicate that the repeated text is the same as above where it is repeated later, particularly if the text first appears at the same level or at a higher level earlier the dialogue tree. However, if the text appears at a lower level within the dialogue tree, then it may be written that the text is the same as below.

For example, one may write this:

  • Dialogue 1
    • Option 1
    • Option 2
    • Option 3
      • Option A
      • Option B
      • Option C
  • Dialogue 2
    • Option 4
    • Option 5
    • Option 6
      • (Same as above)

Where the text that appears after Option 6 (selection of Option A, Option B, or Option C) is the same as that which appears after Option 3, since these are on the same level on the dialogue tree.

But one may write this:

  • Dialogue 1
    • Option 1
      • Option A
        • (Same as below)
      • Option B
      • Option C
    • Option 2
      • Option I
      • Option II
      • Option III

Where the text that appears after Option A (selection of Option I, Option II, or Option III) is the same as that which appears after Option 2, since Option 2 is on a higher level on the dialogue tree.

This only applies of the text is exactly identical, verbatim, in every case. However, if the text is not exactly the same in other appearances, even if the variations are relatively minor, then the exact text that is said in the new situation should be written in full. In such cases, one should clearly indicate under which conditions the variant dialogue appears through separating dialogue by option or situation. (Example)

Text outside the scope of a transcript[edit source]

Non-quest/event text in quest transcripts[edit source]

If text or dialogue unrelated to a particular quest, miniquest, or event appears whilst talking to an NPC, which also appears in dialogue outside of the quest, miniquest, or event - as in dialogue that also appears before and/or after the quest or miniquest - then it is not necessary to write the text that follows as part of a quest or miniquest transcript, as that text or dialogue actually belongs in an NPC transcript. Dialogue that follows such text or dialogue options may be indicated as such, linking to the NPC's transcript as follows:

  • Text that appears in regular non-quest dialogue
    • (Standard dialogue)

Dialogue that relates to or is part of other quests or miniquests, but not the particular quest or miniquest for which a transcript is written, may also likewise be marked as non-quest dialogue. Such dialogue belongs in the transcript of the quest or miniquest to which it belongs.

It is, however, acceptable to write out such dialogue in full, where appropriate; indeed, where such apparently regular, non-quest dialogue is actually directly relevant to the quest or miniquest, it is actually advisable to do so.

Endings[edit source]

End of dialogue[edit source]

If a dialogue option results in the dialogue tree ending - without any further action taken, further dialogue spoken, and/or further events occurring upon selecting that option - then that may be written in the following format using {{tact|end}}:

  • Text
    • Option that ends dialogue
      • (End of dialogue)

This format should not be used for dialogue options which lead to completion of a quest, miniquest, and/or event. (Example)

End of a quest, miniquest, and/or event[edit source]

The end of a quest, miniquest, and/or event should be written in the following format:

Congratulations! Quest complete!

For quests, this should be placed at the end of all quest dialogue, but before any post-quest dialogue. This also applies to miniquests as well as events, whenever post-miniquest and/or post-event dialogue exists. (Example)