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Dialogue Plugin

Atavism 10.5.0

Dialogues have the new canvas mode which allows you to visually design your dialogue tree.

Create dialogue for your NPCs in-game. You can add this dialogue to an NPC when you spawn him in-game. You can also set up a chain of dialogue, so you can have some good storytelling as well as set it so that the player can only receive a quest if he asks certain questions or does certain dialogue.

Create new Dialogue

Name: The name of the Dialogue. Depending on the Dialogue, this may appear in the list of options from an NPC

Opening Dialogue: Is this Dialogue one that an NPC can offer to a player, or is it one that is given as the response to the Dialogue Action the player chooses.

Repeatable: Can the Dialogue be given to a player more than once?

Prereq Dialogue: Specify which Dialogue the player must have already read before they can be given this one.

Prereq Quest: Specify which Quest the player must have completed before they are offered this Dialogue.

Prereq Faction: What faction the player must have a specified stance with to be offered this Dialogue.

Prereq Stance: The stance (reputation points) the player must have with the specified Faction to be offered this Dialogue.

Audio clip: Defines the sound named specified in the AtavoismNPCAudio Manager (in the Login scene -> Scripts)

In this example, test1 is the audio clip group name that can be set as the Audio clip field in the Ataivsm Editor. There you can attach audio clips, and if there will be more than one per group it will be randomized. You can also define the volume of the audio if necessary.

Action

Action Order ID: Defines the order id that is taken into account when the actions are being displayed

Action Type: Action Type from the dropdown list like

  • Dialogue – option to present another dialogue
  • Quest – option to start a quest defined in the Quest Module
  • Ability – option to cast an ability on the player by NPC defined in the Ability Module
  • Repair – option to repair equipment
  • Merchant – option to open Merchant Panel with defined  Merchant Loot Table
  • Guild Merchant – option to open Merchant Panel with assigned in the Guild LevelMerchant Loot Table)
  • Bank – option to open Bank (played chest). You can define chest id, to allow players to have more than one chest storage.
  • Auction – option to open Auction House panel with defined Auction House Profile
  • Mail – option to open Mail panel
  • Gear Modification – option to open Gear Modification panel
  • Guild Warehouse – option to open Guild Warehouse panel
  • Quest Progress – option to progress with the quest defined in the Quest Module

Text: The dialogue text, as in, what the NPC is saying to the player.

Audio clip: Defines the sound named specified in the AtavoismNPCAudio Manager (in the Login scene -> Scripts)

Req. opened Quest: Specify which Quest the player must have started before this Dialogue action will be offered

Req. completed Quest: Specify which Quest the player must have completed before this Dialogue action will be offered

Excluding Quest: Specify which Quest the cannot have started or completed to have this Dialogue action offered

Item Req: Specify item that the player must have in the backpack to use this dialogue action

Item Req consume: Specify if the required item should be consumed or not.

Currency: Specify the currency type that the player must have in the backpack to use this dialogue action. It works in combination with the Currency amount.

Currency amount: Specify the currency amount that the player must have in the backpack to use this dialogue action.

Requirements

You can select requirements like:

Level: What level the player must be before they are offered the dialogue action.

Skill Level: Select skill and skill level the player must have before they are offered the dialogue action.

Race: What race the player needs to be to get this dialogue action.

Class: What class the player must be in to get this dialogue action.

Stat: Select a specific statistic and its value the player must have to get this dialogue action.

Guild Level: Defines guild level in which the player must be a member before the dialogue action will be offered

You can add multiple requirements.

Atavism 10.3.0/10.4.0

Dialogues have the new canvas mode which allows you to visually design your dialogue tree.

Create dialogue for your NPCs in-game. You can add this dialogue to an NPC when you spawn him in-game. You can also set up a chain of dialogue, so you can have some good storytelling as well as set it so that the player can only receive a quest if he asks certain questions or does certain dialogue.

Create new Dialogue

Name: The name of the Dialogue. Depending on the Dialogue, this may appear in the list of options from an NPC

Opening Dialogue: Is this Dialogue one that an NPC can offer to a player, or is it one that is given as the response to the Dialogue Action the player chooses.

Repeatable: Can the Dialogue be given to a player more than once?

Prereq Dialogue: Specify which Dialogue the player must have already read before they can be given this one.

Prereq Quest: Specify which Quest the player must have completed before they are offered this Dialogue.

Prereq Faction: What faction the player must have a specified stance with to be offered this Dialogue.

Prereq Stance: The stance (reputation points) the player must have with the specified Faction to be offered this Dialogue.

Audio clip: Defines the sound named specified in the AtavoismNPCAudio Manager (in the Login scene -> Scripts)

In this example, test1 is the audio clip group name that can be set as the Audio clip field in the Ataivsm Editor. There you can attach audio clips, and if there will be more than one per group it will be randomized. You can also define the volume of the audio if necessary.

Action

Action Order ID: Defines the order id that is taken into account when the actions are being displayed

Action Type: Action Type from the dropdown list like

  • Dialogue – option to present another dialogue
  • Quest – option to start a quest
  • Ability – option to cast an ability on the player by NPC
  • Repair – option to repair equipment
  • Merchant – option to open Merchant Panel with defined  Merchant Loot Table
  • Guild Merchant – option to open Merchant Panel with assigned in the Guild LevelMerchant Loot Table)
  • Bank – option to open Bank (played chest). You can define chest id, to allow players to have more than one chest storage.
  • Auction – option to open Auction House panel
  • Mail – option to open Mail panel
  • Gear Modification – option to open Gear Modification panel
  • Guild Warehouse – option to open Guild Warehouse panel
  • Quest Progress – option to progress with the quest

Text: The dialogue text, as in, what the NPC is saying to the player.

Audio clip: Defines the sound named specified in the AtavoismNPCAudio Manager (in the Login scene -> Scripts)

Req. opened Quest: Specify which Quest the player must have started before this Dialogue action will be offered

Req. completed Quest: Specify which Quest the player must have completed before this Dialogue action will be offered

Excluding Quest: Specify which Quest the cannot have started or completed to have this Dialogue action offered

Item Req: Specify item that the player must have in the backpack to use this dialogue action

Item Req consume: Specify if the required item should be consumed or not.

Currency: Specify the currency type that the player must have in the backpack to use this dialogue action. It works in combination with Currency amount.

Currency amount: Specify the currency amount that the player must have in the backpack to use this dialogue action.

Requirements

You can select requirements like:

Level: What level the player must be before they are offered the dialogue action.

Skill Level: Select skill and skill level the player must have before they are offered the dialogue action.

Race: What race the player needs to be to get this dialogue action.

Class: What class the player must be in to get this dialogue action.

Stat: Select a specific statistic and its value the player must have to get this dialogue action.

Guild Level: Defines guild level in which the player must be a member before the dialogue action will be offered

You can add multiple requirements.

Atavism 10.2.0

Dialogues have the new canvas mode which allows you to visually design your dialogue tree.

Create dialogue for your NPCs in-game. You can add this dialogue to an NPC when you spawn him in-game. You can also set up a chain of dialogue, so you can have some good storytelling as well as set it so that the player can only receive a quest if he asks certain questions or does certain dialogue.

Create new Dialogue

Name: The name of the Dialogue. Depending on the Dialogue, this may appear in the list of options from an NPC

Opening Dialogue: Is this Dialogue one that an NPC can offer to a player, or is it one that is given as the response to the Dialogue Action the player chooses.

Repeatable: Can the Dialogue be given to a player more than once?

Prereq Dialogue: Specify which Dialogue the player must have already read before they can be given this one.

Prereq Quest: Specify which Quest the player must have completed before they are offered this Dialogue.

Prereq Faction: What faction the player must have a specified stance with to be offered this Dialogue.

Prereq Stance: The stance the player must have with the specified Faction to be offered this Dialogue.

Action

Text: The dialogue text, as in, what the NPC is saying to the player.

Action Type: Action Type from the dropdown list like

  • Dialogue
  • Quest – option to start a quest
  • Ability – option to cast an ability on the player by NPC
  • Repair – option to repair equipment

Item Req: The item required to be in the player backpack to use this dialogue action.

Atavism 10.1.0-

Create dialogue for your NPCs in-game. You can add this dialogue to an NPC when you spawn him in-game. You can also set up a chain of dialogue, so you can have some good storytelling as well as set it so that the player can only receive a quest if he asks certain questions or does certain dialogue.

Create new Dialogue

Name: The name of the Dialogue. Depending on the Dialogue, this may appear in the list of options from an NPC

Opening Dialogue: Is this Dialogue one that an NPC can offer to a player, or is it one that is given as the response to the Dialogue Action the player chooses.

Repeatable: Can the Dialogue be given to a player more than once?

Prereq Dialogue: Specify which Dialogue the player must have already read before they can be given this one.

Prereq Quest: Specify which Quest the player must have completed before they are offered this Dialogue.

Prereq Faction: What faction the player must have a specified stance with to be offered this Dialogue.

Prereq Stance: The stance the player must have with the specified Faction to be offered this Dialogue.

Action

Text: The dialogue text, as in, what the NPC is saying to the player.

Action Type: Action Type from the dropdown list like

  • Dialogue
  • Quest – option to start a quest
  • Ability – option to cast an ability on the player by NPC
  • Repair – option to repair equipment

Item Req: The item required to be in the player backpack to use this dialogue action.