# Settings Dialogue Manager settings are found in Project Settings at the bottom of the General tab. ## Runtime - **State Autoload Shortcuts** An array of autoload names that you want to have shortcuts to in your dialogue. For example, if you had a `SomeGlobal` autoload that had a `some_property` property you might refer to it in dialogue like this: ``` if SomeGlobal.some_property > 0: Nathan: There are {{SomeGlobal.some_property}} of them! ``` But if you added "SomeGlobal" to the list of State Autoload Shortcuts then in your dialogue you could just write it as: ``` if some_property > 0: Nathan: There are {{some_property}} of them! ``` - **Warn about method property or signal name conflicts** (Advanced) If enabled, when there is more than one property, method, or signal sharing the same name at the top-level (ie. extra game states, current scene, or autoload shortcut) a warning will be shown in the Debugger panel. _NOTE: Even when enabled, this does nothing when running in a non-debug build._ - **Balloon Path** The balloon scene to instantiate when using `DialogueManager.show_dialogue_balloon`. - **Ignore Missing State Values** (Advanced) Suppress errors when properties or mutations are missing from state. ## Editor - **Wrap Long Lines** Wrap lines in the dialogue editor instead of horizontally scrolling. - **New File Template** Start new dialogue files with this content by default. - **Missing Translations Are Errors** Any lines that don't have a static ID will be treated as erroneous. - **Include Characters in Translatable Strings List** Include any charactter names in the POT export. - **Default Csv Locale** The default locale to use when first exporting a translations CSV. - **Include Character in Translation Exports** (advanced) Include a _\_character_ column in CSV exports that shows which character was speaking the line of dialogue. - **Include Notes in Translation Exports** (advanced) Include a _\_notes_ column in CSV exports for doc comments. - **Dialogue Processor Path** (advanced) A path to a class that extends [`DMDialogueProcessor`](./Processing.md). Used for pre-processing raw lines and post-processing compiled lines. - **Custom Test Scene Path** (advanced) Use a custom test scene when running "Test" from the dialogue editor. The scene must extend `BaseDialogueTestScene`. - **Extra Auto Complete Script Sources** (advanced) Add script files to check for top level auto-complete members. Any scripts added in here are assumed to be available in all dialogue files (eg. your balloon inserts itself into the `extra_game_states` at runtime).