Creating a Conversation: Inventory
Last updated
Last updated
There are 2 methods for creating a new conversation with a NPC or entity. You can use them both, but I suggest you to start using the first method since it is more interactive and you don't have to touch the config files.
To start creating a new conversation entity you need to use the /interactions create <conversation>
command. The <conversation> parameter is just the name of this whole conversation tree, you can name it for example as: guard_conversation.
Now, to create conversation, dialogues and options, use the /interactions edit <conversation>
command. The following inventory will open.
All items have their own description and how to use them, but what we are going to do first is to select the DIAMOND item to create our first conversation. The next to do is to click on the created conversation and add a new dialogue pressing the BOOK item like it is shown in the following image.
The dialogue we are about to create will be the first message sent to the player. Now select the dialogue item.
Here in the dialogue inventory you can modify its properties. First, by using the BOOK item, you can add multiple text lines for the dialogue to be sent to the player. You can edit the lines as well or removing them. The COMPASS item will open a configuration menu where you can modify other options like the time of this dialogue. Currently it is set to 4 seconds, this means the player will have 4 seconds to read the dialogue, and then the conversation will continue (or end).
So, we have created our first dialogue which is: "Hello citizen, what can I do for you?"
, now we will add some options for the player to select. Go back to the Conversation Inventory and add player options selecting the NETHER STAR item.
In this case I will add just two options. Select the GHAST TEAR item to change the text of the option. The two options will be: "Where is the market?"
and "Bye."
. Now we need to redirect both options to other conversations, but we need to create them first. We'll go to the first inventory and create two new conversations (conversation2 and conversation3). In the first conversation I am going to create two dialogues.
This conversation correspond to the first option "Where is the market?"
. Instead of finishing the conversation we want the dialogue to continue, showing the same options of conversation1 again. So we select the REDSTONE item, and select the "Redirect to other options" item. Here we will need to write the conversation name in the chat.
Now we do the same for conversation3, this time I will add just one dialogue which is: "Be safe."
. This one correspond to the second option "Bye."
. This time we want the conversation to finish so, it is not necessary to add a Finish/End to the dialogue.
Now, we go back to the options of conversation1 and select the BOOK item to choose the conversation that will start.
Option 1 should start conversation2 and option 2 should start conversation3.
We have created a simple conversation. But it is not working yet, we need to add a starting point. So we have to go to the Conversations Inventory and select the COMPASS item. Select the BOOK item to add a starting point and then, write in chat: "NPC named Guard"
.
This means the conversation will start when the player right-clicks on a NPC with the name "Guard". To know the format of the starting points CLICK HERE. Now you can close the inventory and start testing your created conversation.