Version: 0.4.2
Random Spoken Dialogue
The Random Spoken Dialogue
action displays a randomly selected animated message to the player.
How could this be used?
Let's say you have an NPC in your game who tells jokes to the player. You could use the Random Spoken Dialogue action to randomly select a joke from a list of possible jokes and have the NPC "tell" it to the player using an animated message.
Fields
Criteria
InheritedListA list of facts that must be met by the player before this entry can be triggered.
Modifiers
InheritedListA list of facts that will be modified for the player when this entry is triggered.
Triggers
InheritedListA list of entries that will be triggered after this entry is triggered.
Speaker
InheritedA reference to a speaker that will be used.
Messages
RequiredListColoredPlaceholdersA list of messages to display to the player. Every time the dialogue is triggered, one of these messages will be picked at random.
Colors and formatting from the
MiniMessage Adventure Api
can be used. So for example, you can use <red>Some Text</red>
for red text.Placeholders from the
PlaceholderApi
can be used. So for example, you can use %player_name%
for the player name.Duration
RequiredThe duration it takes to type out the message.
Durations can be specified in the following format:
1d 2h 3m 4s
. The following units are supported: d
for days, h
for hours,m
for minutes and s
for seconds.