Skip to content

Conversations

In this tutorial, you will learn the basics of the conversations. These allow you to create a dialog between the player and a NPC. Therefore, these are the basic tool for story telling.

Requirements

Related Docs

Download Tutorial Setup

Enter this command in the chat to download the pre-made setup for this tutorial:

/bq download BetonQuest/Quest-Tutorials refs/tags/v2.0.1 QuestPackages /Basics/Conversations/1-DirectoryStructure /tutorialQuest overwrite
You can now find all files needed for this tutorial in this location: "YOUR-SERVER-LOCATION/plugins/BetonQuest/QuestPackages/tutorialQuest"

1. Linking a conversation to a NPCπŸ”—

Usually, conversations happen between a NPC and the player. Therefore, we need to create the npcs section in the package.yml so that the plugin knows which Citizens NPC uses which conversation. This is how it works:

package.yml
1
2
npcs:
  '1': "Jack"
This links the NPC with the given Citizens ID (1) to the conversation with the given identifier (Jack). Save the file after editing.

How to create a Citizens NPC? Where do I find the NPC's ID?

Execute this command if you haven't created an NPC yet: /npc create Jack
This will show you the ID of the newly created NPC.

If you already have one, do this:

  1. Stay close to the NPC who's ID you want.
  2. Type the command /npc select to select the nearest NPC.
  3. Type the command /npc id to get the ID from the selected NPC.

2. Creating your first conversationπŸ”—

It's time to create the first conversation with Jack! This chapter will teach you the basic structure of a conversation.

Let's take a look at how a conversation is defined in the plugin's files:

Tip: Click the plus buttons next to the text for explanations!

jack.yml
 1
 2
 3
 4
 5
 6
 7
 8
 9
10
11
12
conversations:
  Jack: # (1)!
    quester: "Jack" # (2)!
    first: "firstGreeting" # (3)!
    NPC_options: # (4)!
      firstGreeting:
        text: "Hello and welcome to my town traveler! Nice to see you. Where are you from?"
        pointer: "whereYouFrom" # (5)!

    player_options: # (6)!
      whereYouFrom:
        text: "First I want to know who you are!"
  1. This is the identifier of the conversation. Make sure this equals the conversation identifier in "package.yml".
  2. Defines the name that is displayed during the conversation.
  3. Defines which NPC_option should be used as the start of the conversation.
  4. This section contains everything the NPC says.
  5. Defines which player_option is shown next.
  6. This section contains everything the player says.

A BetonQuest conversation is a cycle of responses between the NPC and the player. Anything the NPC says is called NPC_options, everything the player answers is called player_options.

A conversation always starts with an NPC_option. Now the player must answer the NPC using a player_option.

Options point to each other using the pointer argument. In the case of an NPC_option, the pointer argument would contain the name of a player_option. Usually, a player has more than one answer to choose from. This is done by adding multiple player_option names to a NPC_option.

After the player responded, they are shown another NPC_option that the previously chosen player_option points to.

Whenever either a player_option or a NPC_option point to no other option the conversation ends as there are no more responses or answers.

The Conversation Cycle

graph LR
X{Conversation Starts} --> C
C[First NPC_option] --> A
A[player_option] --> |Pointer|B[NPC_option];
B --> |Pointer|A;
A -.No pointer present .-> D
B -.No pointer present .-> D
D{Conversation Ends}

3. Trying the Conversation ingameπŸ”—

You can easily check if your quest is working on the server. Open the file "jack.yml" in the "conversations" folder. Copy the above conversation into it and save the file.

Now type /bq reload in the chat and right-click the NPC.

You can select the answer by pressing the jump key (Space by default).

4. Conversations with multiple choicesπŸ”—

Let's see how to create multiple responses for the player to choose from using the pointer argument.

A NPC_option can point to multiple player options at the same time. As soon as a pointer argument contains more than one player_option, the player can choose.

Tip: Highlighted lines in blue are new compared with the previous example.

jack.yml
 1
 2
 3
 4
 5
 6
 7
 8
 9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
conversations:
  Jack:
    quester: "Jack"
    first: "firstGreeting"
    NPC_options:
      firstGreeting:
        text: "Hello and welcome to my town traveler! Nice to see you. Where are you from?"
        pointer: "whereYouFrom"
      whoAmI:
        text: "I am &6Jack&r. The mayor of this beautiful town. We have some big farms and good old taverns well worth checking out! So now where are you from?"
        pointer: "smallIsland,bigCity" # (1)!
      islandAnswer: 
        text: "That sounds familiar! I grew up in a small town with few people. So we already have something in common! Do you want something to eat?"
      cityAnswer: 
        text: "Oh I know! I think you're from Kayra, right? Nice city but to be honest I prefer country life... You look a bit hungry. Do you want something to eat?"

    player_options:
      whereYouFrom: 
        text: "First I want to know who you are!"
        pointer: "whoAmI" 
      smallIsland: # (2)!
        text: "From a small island located east."
        pointer: "islandAnswer" # (4)!
      bigCity:  # (3)!
        text: "From a big city located west."
        pointer: "cityAnswer" # (5)!
  1. This NPC_option points to multiple player_options. This allows the player to choose. The names of the player_options must be comma seperated.
  2. The whoAmI npc_option points to me.
  3. Gets pointed on by the whoAmI npc_option.
  4. Points to the islandAnswer NPC_option.
  5. Points to the cityAnswer NPC_option.

With these changes, the mayor asks the player where he is from. The player can either say that they are from a smallIsland or from a bigCity. This creates two different paths through the conversation.

5. Joining conversation pathsπŸ”—

Let's join these paths again to show the same ending:
Add the same pointer argument to both paths' NPC_options. They point to the new yesPlease player_option.

jack.yml
 1
 2
 3
 4
 5
 6
 7
 8
 9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
conversations:
  Jack:
    quester: "Jack"
    first: "firstGreeting"
    NPC_options:
      firstGreeting:
        text: "Hello and welcome to my town traveler! Nice to see you. Where are you from?"
        pointer: "whereYouFrom"
      whoAmI:
        text: "I am &6Jack&r. The mayor of this beautiful town. We have some big farms and good old taverns well worth checking out! So now where are you from?"
        pointer: "smallIsland,bigCity"
      islandAnswer:
        text: "That sounds familiar! I grew up in a small town with few people. So we already have something in common! Do you want something to eat?"
        pointer: "yesPlease" # (1)!
      cityAnswer:
        text: "Oh I know! I think you're from Kayra, right? Nice city but to be honest I prefer country life... You look a bit hungry. Do you want something to eat?"
        pointer: "yesPlease" # (2)!
      foodAnswer:
        text: "You're welcome! Take it... &7*gives food*"

    player_options:
      whereYouFrom:
        text: "First I want to know who you are!"
        pointer: "whoAmI"
      smallIsland:
        text: "From a small island located east."
        pointer: "islandAnswer"
      bigCity:
        text: "From a big city located west."
        pointer: "cityAnswer"
      yesPlease: # (3)!
        text: "Oh yes I'm starving! Thank you."
        pointer: "foodAnswer"

  1. I point to yesPlease in the player_options section.
  2. I also point to yesPlease in the player_options section.
  3. Two NPC_options point to me.

The following graph shows the paths through the conversation. Since there are two pointers assigned to the whoAmI option, the player can choose between one of the paths.

Conversation Flow Graph

stateDiagram-v2
    [*] --> firstGreeting: Interaction with NPC
    firstGreeting --> whereYouFrom: points to
    whereYouFrom --> whoAmI: points to
    whoAmI --> smallIsland: points to
    whoAmI --> bigCity: points to
    smallIsland --> islandAnswer: points to
    bigCity --> cityAnswer: points to
    islandAnswer --> yesPlease: points to
    cityAnswer --> yesPlease: points to
    yesPlease --> foodAnswer: points to

Try the conversation ingame by saving the file and executing the /bq reload command! Then right-click Jack. Select different options by using the keys for walking forwards and backwards (W and S by default). Confirm options by jumping (Space by default).

Is the example not working?

Get the correct configs by running the following command.

⚠ This will overwrite any changes (including NPC ID's and locations) you have made to the example.

Linking NPCs to conversations is explained in the basics tutorial.

/q download BetonQuest/Quest-Tutorials ${ref} QuestPackages /Basics/Conversations/2-FullExample /tutorialQuest overwrite

SummaryπŸ”—

You've learned how to create simple conversations in which the player can choose different paths. In the next part of the basics tutorial you will learn how Jack the mayor can give food to the player using events!


Events