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  • Welcome
  • Coziest Plugins
    • Strikes-Dialogues
      • Commands & Permissions
      • Configuration
      • Creating Dialogues
      • Text Formatting Guide
      • Advanced Features
  • EnchantCore
    • Introduction
    • Getting Started
    • Configuration
      • autosell.yml
      • enchants.yml
      • config.yml
      • messages.yml
      • pickaxe.yml
    • Commands & Permissions
    • Placeholders
    • Dependencies
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On this page
  • Creating a Dialogue
  • Table of Contents
  • Creating Your First Dialogue
  • Setting Up Dialogue Pages
  • Using Placeholders
  • Adding Actions
  • Advanced Features
  • Wrapping It Up!
  1. Coziest Plugins
  2. Strikes-Dialogues

Creating Dialogues

Creating a Dialogue

Welcome to the "Creating a Dialogue" section! 🎉 This is where the magic happens, and you can create immersive, interactive experiences for your players. In this guide, we’ll walk you through the process of creating a new dialogue from scratch. By the end, you’ll have the knowledge to craft your own engaging dialogues using the Strikes-Dialogues plugin! 🧙‍♂️✨

Table of Contents

  • Creating Your First Dialogue

  • Setting Up Dialogue Pages

  • Using Placeholders

  • Adding Actions

  • Advanced Features


Creating Your First Dialogue

To start creating a dialogue, you need to add an entry to the dialogues section of your config.yml. Here’s a simple template to begin:

dialogues:
  your_dialogue_id:
    settings:
      animation-delay-ticks: 2
      typing-sound: "ui.button.click"
      start-sound: "start_dialogue"
    pages:
      - - "<#FF6347>Hello %player_name%!"
        - "Welcome to this awesome world!"
        - "You have <#FFFF00>%vault_eco_balance_formatted% balance."
    end-actions:
      - "[MESSAGE] &aDialogue Complete!"
  • your_dialogue_id: This is the unique ID for your dialogue. Make sure it’s descriptive and easy to remember.

  • settings: This section allows you to customize how the dialogue behaves. You can set animation delays, sounds, and more.

  • pages: The dialogue text is split into pages. Each page will have a list of lines that are shown sequentially.

  • end-actions: This is where you define the actions that happen after the dialogue is finished, like sending messages or executing commands.


Setting Up Dialogue Pages

Each dialogue consists of pages that contain multiple lines of text. The text will be shown one line at a time, with animations and sound effects. Here’s a breakdown of how to structure the pages:

pages:
  - - "Line 1: This is the first line of the dialogue."
    - "Line 2: The second line continues the conversation."
    - "Line 3: You can add as many lines as you want!"

Tips for Dialogue Pages:

  • Multiple Lines: Each page can have multiple lines, allowing for rich content.

  • Line Breaks: To create a visual break, use separate lines.

  • Customization: You can apply formatting (like colors, gradients, etc.) to make the dialogue more visually appealing. Example: <#FF6347>Welcome!</#FF6347>.

For example, a basic page might look like this:

pages:
  - - "<#FF6347>Hello %player_name%!"
    - "Welcome to this awesome world!"
    - "You have <#FFFF00>%vault_eco_balance_formatted% balance."

Customizing Text Format:

  • Color: Use hex color codes like <#FF6347> or predefined color names (red, blue, etc.).

  • Gradient: Add color gradients to text, like this: <gradient:#FF6347:#FFFF00>Gradient Text</gradient>.


Using Placeholders

Strikes-Dialogues supports PlaceholderAPI, which allows you to dynamically insert player-specific information into the dialogue text.

Common Placeholders:

  • %player_name% – The name of the player.

  • %vault_eco_balance_formatted% – The player’s balance (if using Vault).

  • %player_world% – The world the player is currently in.

  • %server_tps% – The current server TPS (ticks per second).

  • %player_x%, %player_y%, %player_z% – The player's location coordinates.

Example with Placeholders:

pages:
  - - "Hello %player_name%!"
    - "You are currently in the world: %player_world%."
    - "Your balance is: %vault_eco_balance_formatted%."

Placeholders make your dialogues interactive and dynamic, ensuring that no two dialogues feel the same! 🔄


Adding Actions

Once your dialogue is finished, you might want to add end actions that occur after the dialogue ends. These actions could be things like sending a message to the player, executing a command, or broadcasting a message to the server.

Example of End Actions:

end-actions:
  - "[CONSOLE] say Player %player_name% finished the dialogue."
  - "[MESSAGE] &aThanks for joining, %player_name%!"
  - "[PLAYER] me This player just completed a dialogue!"
  - "[SOUND] entity.player.levelup volume:0.8 pitch:1.2"
  - "[BROADCAST] &e%player_name% just completed a dialogue!"

Available End Actions:

  • [CONSOLE]: Executes a command in the console.

  • [PLAYER]: Executes a command as the player.

  • [MESSAGE]: Sends a message to the player.

  • [SOUND]: Plays a sound when the dialogue ends.

  • [BROADCAST]: Sends a message to the entire server.

You can chain multiple actions together, allowing for complex interactions after the dialogue ends.


Advanced Features

Strikes-Dialogues also supports some advanced features to make your dialogues even more immersive:

Persistent Background

If you want the background line to persist throughout the dialogue (rather than disappearing after each page), you can set the persistent-background-line in the settings:

settings:
  persistent-background-line: "<#FFFFFF>"

Locking the Player’s Perspective

Lock the player’s perspective while the dialogue is active, ensuring they can’t look away:

settings:
  lock-perspective: true


Wrapping It Up!

Now that you’ve learned how to create a custom dialogue, you can mix and match different settings, pages, actions, and placeholders to create a truly dynamic experience for your players! 🎮

The possibilities are endless with Strikes-Dialogues, so go ahead and create immersive, engaging, and interactive dialogues for your Minecraft server! ✨


Happy Configuring! 🎉

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Last updated 1 month ago