This example will show you how you can implement an Influence system in conversations, for example to include new player options depending on the influence the player has with an NPC.
To make things easier, the conversation will start with the NPC called Rex telling the player he can't help them.
Config
name:'&b&lRex'starts_with:- NPC with id 59block_movement:trueslow_effect:falsesave_conversation_progress:falsestart_conversation_radius:0end_conversation_radius:5requires_permission:falsecooldown:0hologram_dialogues:enabled:falseoffset_y:0.0offset_horizontal:0.0conversation:conversation1:dialogue:dialogue1:text: - "&f&lRex &8(1/1)" - "&7I am sorry, but I can't help you with" - "&7what you are asking. It could be very" - "&7dangerous."time:2show_name:falseoptions:option1:text:'&8[&bInfluence&8] &7We are friends right?'start_conversation:conversation2requires: - '%interactions_influence_rex% >= 5'option2:text:'&7Ok, then I will leave.'start_conversation:conversation3random_dialogue:falseconversation2:dialogue:dialogue1:text: - "&f&lRex &8(1/1)" - "&7Yeah you are right."time:2show_name:falserandom_dialogue:falseconversation3:dialogue:dialogue1:text: - "&f&lRex &8(1/1)" - "&7Bye!"time:2show_name:falserandom_dialogue:false
Explanation
We have only 3 conversations. When the player speaks with the NPC and the dialogue ends, 2 options will be presented to the player. The first option will ONLY appear if the player has more than 5 influence points with this NPC or conversation entity (the file is called "rex", so that's the conversation entity name). The second option will always appear.