-
Notifications
You must be signed in to change notification settings - Fork 10
Dialogues
Dialogues are basically programmable node systems that allows you to create a progressing conversation for your adventure maps. Dialogues are based on event node system so it's possible to execute different actions, or provide different dialogue branches depending on player's state.
Dialogues can be triggered either from triggers or via /mp dialogue open
command.
Dialogues can be managed in Mappet dashboard. The fourth panel in the left sidebar opens dialogue editor.
Once you pick or create a dialogue, you'd see an editor like this:
Dialogue node system supports following types of nodes:
- All nodes (for exception of Timer node)
- Reply node allows to provide dialogue reply options that player can pick from
- Reaction node allows to provide dialogue reaction to whomever you have dialogue with
- Crafting node allows to provide crafting table that will be offered to the player to trade
- Quest node allows to provide quests that will be offered to the player to take or complete
Reply node provides reply that player can pick from to a specific dialogue reaction. Content field allows you to provide the text that a player will be replying to the dialogue. You can use same formatting as with quest's description. While the color picker underneath allows you to set the main text color.
Reaction node provides a reaction to either dialogue initiation or to a reply. Content field allows you to provide the text that a player will be replying to the dialogue. You can use same formatting as with quest's description. While the color picker underneath allows you to set the main text color.
And the Pick | Edit buttons underneath allow you to pick a morph that will be displayed in the dialogue screen on the right of the main panel. You can use any morph, however, particle
with vanilla emission mode and snowstorm
morphs won't work! Other morph features like pose animations should be working when transitioning to the next reaction after player picked a reply.
Crafting node offers crafting table to the player within the dialogue by given ID under Crafting table label.
Quest node offers quest(s) to the player based on the quest chain by given ID under Quest chain label. Keep in mind that the dialogue will display the quests only that ones that match the quest giver/receiver properties within the quest chain. See quest chains page for more info.
Same as with events, you have to specify the main node. However, beside specifying main node there are some specific order of node execution you must follow.
If parts of the wiki don't make sense with Mappet's latest version, or you weren't able to recreate examples (i.e. outdated information), feel free to report the page and section that is out of date on community's Discord server (make sure to mention which Mappet’s version did you use).