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 Blueymaddog's Dialog NPC tutorial

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blueymaddog
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blueymaddog


Posts : 1081
Join date : 2010-12-09
Age : 26

Blueymaddog's Dialog NPC tutorial Empty
PostSubject: Blueymaddog's Dialog NPC tutorial   Blueymaddog's Dialog NPC tutorial EmptyDecember 9th 2010, 8:15 am

I've seen some people making threads on how to use dialog chat bubbles so I decided to make a tutorial!!!

Part 1: making that chat bubble appear above something!

select the part you want to talk in the explorer then insert a dialog into the part. Insert>Object>Dialog

Dialog properties:
ConversationDistance - how close you have to be to talk. Measured in studs.
InUse - true if NPC (non player character) is being talked to.
InitialPrompt - what the NPC first says when a player starts chatting to it.
Purpose - sets the icon in the dialog when NPC isn't chatting.
Tone - sets the color of the dialog

The rest are just global variables. Eg. Name, Parent, className...

Part 2: Choices!
If we just put a dialog that says one thing when you chat to it it wouldn't be that great. Why not make it more exciting by respond to what it says with a few options to choose from!

I will be introducing another instance type called DialogChoice.


Select the dialog and insert a DialogChoice instance. Insert>Object>DialogChoice

DialogChoice properties:
ResponseDialog - what the NPC says in reply to what the choice is.
UserDialog - the choice you see near the bottom-left of your screen.

The rest are global variables.

You can put more than 1 choice/reply within a dialog. And make choices inside choices!!!
1 last thing before I make a dialog shop example.
There is a special event for Dialog. It's .DialogChoiceSelected. It triggers when you click a choice. It's useful for quests and shops.

Part 3: Shop Example

Structure of the game:
-game
--Workspace
---Base - Part
---Part - Part
----Dialog - Dialog
-----Script - Script
-----Weapons - DialogChoice
------Sword - DialogChoice
--Lighting
---Sword - Tool

Script:
---------------------------------------
tool = game.Lighting.Sword:Clone() -- sword tool

function onDialogChoiceSelected(player, DialogChoice) --triggers when someone chooses a choice
if DialogChoice.Name == "Sword" then
tool:Clone().Parent = player.Backpack
end
end

script.Parent.DialogChoiceSelected:connect(onDialogChoiceSelected)

----------------------------------------
Rate and comment my tutorial!!!

-blueymaddog-
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naknak
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naknak


Posts : 878
Join date : 2010-07-30

Blueymaddog's Dialog NPC tutorial Empty
PostSubject: Re: Blueymaddog's Dialog NPC tutorial   Blueymaddog's Dialog NPC tutorial EmptyDecember 15th 2010, 6:45 pm

Nice. Did you write this?
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blueymaddog
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blueymaddog


Posts : 1081
Join date : 2010-12-09
Age : 26

Blueymaddog's Dialog NPC tutorial Empty
PostSubject: Re: Blueymaddog's Dialog NPC tutorial   Blueymaddog's Dialog NPC tutorial EmptyDecember 18th 2010, 8:30 am

Yes, I made a thread on the Scripting Helpers forum on roblox of this tutorial and it had some errors in the tutorial so I posted the fixed version here.
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