Skip to main content
 Warning: Beta Version
Version: Beta ⚠️

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

InheritedList
A list of facts that must be met by the player before this entry can be triggered.

Modifiers

InheritedList
A list of facts that will be modified for the player when this entry is triggered.

Triggers

RequiredList

Speaker

Required

Messages

RequiredListColoredPlaceholders

A 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

Required

The 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.