Interactions
  • Interactions Wiki
  • How to Start
  • Creating a Conversation: Inventory
  • Creating a Conversation: Config
  • Conversation Entities Properties
  • Conversation Properties
  • Dialogues Properties
  • Options Properties
  • Actions
  • Requirements
  • Commands and Permissions
  • Config.yml File
  • Messages.yml File
  • PlaceholderAPI Variables
  • Keywords
    • Conversation Entity
    • Conversation
    • Dialogue
    • Option
  • FAQ
    • FAQ
  • API
    • API Methods and Events
  • FULL EXAMPLES
    • Quests Example
    • Influence Example
    • Options in Dialogue Example
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Conversation Properties

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Last updated 8 months ago

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Random Dialogue

If enabled, this conversation will select and send a random dialogue.

random_dialogue: true

Interrupt Actions

Here you can set actions to be executed if the player interrupts the conversation in any of the dialogues of the current conversation tree. Ways of interrupting a conversation: Leaving the server, using /int stop command, stopping the server, leaving the conversation radius. All actions .

interrupt_actions:
- 'console_command: say %player% interrupted a conversation.'
- 'actionbar: &cConversation interrupted...;60'

Dialogue

It refers to the multiple dialogues this conversation can have. Click for Dialogue properties.

dialogue:
    dialogue1:
    ...
    dialogue2:
    ...

Options

options:
    option1:
    ...
    option2:
    ...

Options in Dialogue

When this option is enabled, options will not be sent in the common format but instead you can add them as variables inside the last dialogue of this conversation. This allows you to write more dialogue text below the options.

options_in_dialogue: true

IMPORTANT when this option is enabled:

  • The last dialogue of this conversation must contain the %option_X% variable for each option you have defined.

  • The last dialogue must also have a time of 0, so the options are sent along the dialogue.

# Example
# options_in_dialogue is enabled on conversation1.
# dialogue2 has %option_1% and %option_2% variables on the text.
# The time of dialogue is 0.
conversation:
  conversation1:
    dialogue:
      dialogue1:
        text:
        - '{centered}&8&m000                                                           &8&m000'
        - '{centered}#fffa9c&lHegror'
        - '{centered}#dbdbdbWelcome my friend! Welcome to the island!'
        - ' '
        - '{centered}&8&m000                                                           &8&m000'
        time: 6
        show_name: false
      dialogue2:
        text:
        - '{centered}&8&m000                                                           &8&m000'
        - '{centered}#fffa9c&lHegror'
        - '{centered}#dbdbdbIf I am not wrong, you are &b%player% #dbdbdbright?'
        - ' '
        - '                    %option_1%'
        - '                    %option_2%'
        - '{centered}&8&m000                                                           &8&m000'
        time: 0
        show_name: false
    options:
      option1:
        text: '&7Yes'
        start_conversation: conversation2
      option2:
        text: '&7No'
        start_conversation: conversation3
    options_in_dialogue: true

It refers to the multiple options this conversation can have. Click for Options properties.

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