RuneScape:Style guide/Transcripts

A transcript is an often lengthy manuscript covering dialogue and brief descriptions of actions, although many of them can be used as references for information. This guide covers both transcripts and dialogue pages.

Templates
If you are working on a dialogue or transcript you can use the template Inuse to notify other editors who may edit-conflict you whilst working on a long dialogue. An incomplete dialogue or transcript should be labelled with Reasons changing reasons to detail what the page is missing.

Dialogue pages should be have the template type added for categorisation. Valid arguments for the type parameter can be seen on the template page documentation.

NPC dialogue
All NPC dialogue transcripts should have the template 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.

Quest and miniquest dialogue
All quest transcripts should have the template quest at the top of the article. All miniquest transcripts should have the template miniquest at the top of the article. This adds the transcript page to the correct category and adds attribution to Jagex as the copyright holder.

Next should be the list of notable NPCs that are featured in the quest or miniquest, using the template Quest NPC at the top of the article below the quest or miniquest template. As a rule of thumb, if they have a unique page describing them as a separate personality/character they should be noted. This list should be in the format: NPC 1 This produces:

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

Following this should be the first 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.

Regular dialogue
Dialogue that appears in a dialogue box should be in the following bulleted format per this forum. NPC dialogue should be marked with the NPC as the speaker. Player dialogue should be marked with Player as the speaker.
 * Player: Dialogue
 * NPC: Dialogue
 * Player: Dialogue
 * NPC: Dialogue
 * Player: Dialogue
 * Player: Dialogue
 * NPC: Dialogue
 * Player: Dialogue
 * NPC: Dialogue
 * Player: Dialogue

An option should be on the same level as the preceding text to avoid confusion when reading. Every time a new option is explored another indent should be used, until that line of conversation is exhausted

Separating dialogue
Dialogue in separate chat boxes, but spoken by the same person need not be split, unless it is interrupted by another personality or event. For example, this dialogue: May also be written as: It is not necessary to combine dialogue in this way, but it is normally acceptable to do so.
 * NPC: Dialogue.
 * NPC: More dialogue.
 * NPC: Even more dialogue.
 * NPC: Dialogue. More dialogue. Even more dialogue.

However, this split dialogue would not be combined due to an interruption: There may also be dialogue that is designed to appear as split across multiple chat boxes, although these split parts of the dialogue are spoken by the same person. It is appropriate to write that as split dialogue, as in the following example: It is also appropriate to write as split dialogue any dialogue which is split for dramatic effect.
 * NPC 1: Dialogue.
 * NPC 2: More dialogue.
 * NPC 1: Even more dialogue.
 * NPC: Dialogue...
 * NPC: ... and more dialogue...
 * NPC: ...with even more dialogue.

Dialogue options
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: 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: These options should be presented in the order in which they appear to the player within the dialogue box.
 * Text
 * Option 1
 * Option 2
 * Option 3
 * Text
 * Option 1
 * Option A
 * Option B
 * Option C
 * Option 2
 * Option A
 * Option B
 * Option C
 * Option 3

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: This format should be used even when the player responds with words that are similar to but different from the text of the selected opti as in the following example:
 * NPC: Question?
 * Title of dialogue box (such as 'What would you like to say?')
 * Answer 1
 * Player: Response 1.
 * Answer 2
 * Player: Response 2.
 * Answer 3
 * Player: Response 3.

NPC: Question? 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.
 * Title of dialogue box (such as 'What would you like to say?')
 * Answer 1
 * Player: I choose answer 1.
 * Answer 2
 * Player: I choose answer 2.
 * Answer 3
 * Player: I choose answer 3.

Repeated dialogue options
If the 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 previously, then that may be indicated as follows: If all 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: 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.
 * Text
 * (Returns to previous options)
 * Text
 * (Returns to initial options)

Non-dialogue text
If text that is not spoken by any particular character actually appears in a dialogue box, then it is written in the following format: This is similar to regular dialogue, but with no character marked as speaking that text.
 * Text

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

Conditional text
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 pet has reached maturity, 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.

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:
 * If 
 * Text

Replace with the relevant trigger, requirement, or other condition.

Player-specific text
Where the player's normal RuneScape name is mentioned in the dialogue, Player should be written in place of a player's name. Where a name, title, or heraldry specific to the player is mentioned, the category to which it belongs should be identified and written in brackets in its place. For example: This clearly identifies what the text is while specifying that the actual text is different for each player and specific to that player.
 * Where a player's Fremennik name is mentioned, [Fremennik name] should be used.
 * Where a player's TzHaar caste is mentioned, [TzHaar caste] should be used.
 * Where a player's family crest is mentioned, [family crest] should be used.

Gender
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 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: 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: This also applies in cases of different dialogue options appearing for different players based on gender.
 * You're special, laddie/lassie.
 * Thank you, sir/madam.
 * If player is male
 * Text for males only
 * If player is female
 * Different text for females only

Text outside of a dialogue box
Dialogue and other relevant text that appears outside of a dialogue box should also be included as part of a transcript. This text should ideally be written exactly as it appears, using the template RSFont where appropriate to match the colour and style of the text as it appears in-game as closely as possible.

For text that appears in a certain colour, the template RSFont should be used, where correct-color is either a web standard color 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 using this template appears with a shadow by default; to display text without a shadow, the template {t|RSFont|color=correct-color|shadow=no}} should be used.

Chatbox text
If relevant text appears in the chatbox, the text should be written exactly as it appears in the chatbox, matching the colour and style as closely as possible.

The template RSFont should be used to write the text in the appropriate colour and style. As standard chatbox text appears in white without a shadow, generally the template RSFont should be used. The colour black should be used, rather than the colour white, so that the text is clearly visible on the page. This text will appear in the following format:

However, if the text in the chatbox appears in a different colour, then black should be replaced with the appropriate colour name or hexadecimal code, and if the text appears with a shadow, then |shadow=no should not be used.

Above-head text
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, matching the colour and style as closely as possible.

The template RSFont should be used to write the text in the appropriate colour and style. As standard above-head dialogue text appears in yellow with a shadow, generally the template RSFont should be used. By default, this text already appears in a yellow colour without a shadow, so the |color=yellow and |shadow=yes parameters are optional and no additional parameters are required. This text will appear in the following format:

However, if the text in the chatbox 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</tt> should be used. If the text is white, then black</tt> should be used in place of white</tt>, so that the text is clearly visible on the page.

Text appearing elsewhere
If relevant text appears elsewhere on screen, such as in a guidance instruction box, then that text may be written in the following format:
 * [Text]

Actions
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
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: An example of this in use would be:
 * A player teleporting.
 * A cutscene starting.
 * A player picking something up relevant to the situation.
 * 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.
 * Dialogue
 * Dialogue

Minor actions
qact is not necessary for minor action which do not cause a significant break in the dialogue, particularly when the dialogue quickly and smoothly continues afterward. In such cases, the following format may be used to describe the action: 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.
 * NPC: Dialogue
 * Action
 * NPC: More dialogue

Opening of interfaces
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: The actual name of the given interface as it appears on-screen in the game should be used. This format should also be used when the Quest noticeboard, which gives some information about the quest as well as the option to accept or decline it, is opened.
 * Text that results in interface opening
 * (Name of Interface opens)

Repeated text and dialogue options
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
If the text is the same as that which appears in a previous dialogue option, then that may be indicated as follows: If the text is the same as that which appears in a later dialogue option, then that may be indicated as follows:
 * (Same as above)
 * (Same as below)

Dialogue options
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: 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: As an example, the following: May be written as 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)
 * (Back to previous options)
 * Question?
 * Answer 1
 * Text
 * Answer 2
 * More text
 * Answer 3
 * Answer A
 * Even more text
 * Answer B
 * And some more text
 * Answer C
 * Answer 1
 * Answer 2
 * Answer 3
 * Question?
 * Answer 1
 * Text
 * Answer 2
 * More text
 * Answer 3
 * Answer A
 * Even more text
 * Answer B
 * And some more text
 * Answer C
 * (Back to previous options)

Continuation
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: As an example, in the following case: Selecting the dialogue option Answer 1 proceeds to the next part of the dialogue starting with Text.
 * Text
 * (Continues below)
 * Question
 * Answer 1
 * (Continues below)
 * Answer 2
 * More text
 * Answer 1
 * (Same as above)
 * Answer 2
 * (Same as above)
 * Text
 * More text

Ordering
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: 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.
 * 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)

But one may write this: 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.
 * Dialogue 1
 * Option 1
 * Option A
 * (Same as below)
 * Option B
 * Option C
 * Option 2
 * Option I
 * Option II
 * Option III

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.

Quest text in NPC dialogue transcripts
If text or dialogue that is specific to a particular quest appears whilst talking to an NPC, then it is not necessary to write the text that follows as part of an NPC dialogue transcript, as that text or dialogue actually belongs in a quest transcript. Such text or dialogue may appear in an NPC dialogue transcript under a section header that clearly indicates at what point such text or dialogue appears (such as Before [Name of Quest] or After [Name of Quest]) and may be indicated as follows: It is advisable to wiki-link the name of the quest to the quest dialogue transcript page, for easier access to the relevant dialogue.
 * Talk about [Name of Quest]
 * ([Name of Quest] dialogue)

Non-quest text in quest transcripts
If text or dialogue unrelated to a particular quest or miniquest appears whilst talking to an NPC, which also appear in dialogue outside of the quest or miniquest-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 in a quest or miniquest transcript as follows: 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.
 * Text that appears in regular non-quest dialogue
 * (Non-quest dialogue)

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.