example.yml
#
# Example file of a dialogue tree
#
# Note:
# This file was written to contain as much information as possible,
# if you'd like to see a regular use-case example, see 'example2.yml'
#
#
# Settings applied to this dialogue tree
#
# Note:
# Including any of these options is not required, they're all optional
#
# Note 2:
# Settings can be specified in each node to override the file's
# root settings
#
# - available-format (Optional):
# Sets the format used for buttons that are available for players to
# click on.
# Use '${buttonText}' as a placeholder for the button's text
# Default: " &b&l> &b${buttonText}"
#
# - unavailable-format (Optional):
# Sets the format used for buttons that are NOT available for players to
# click on.
# Use '${buttonText}' as a placeholder for the button's text
# Default: " &8&l> &7${buttonText}"
#
# - highlight-format (Optional):
# Sets the format used for buttons that are NOT available for players to
# click on.
# Use '${buttonText}' as a placeholder for the button's text
# Default: " &6&l> &e${buttonText}"
#
# - prefix (Optional):
# Text that prefixes each node when it's viewed by a player
# Default: ""
#
# - suffix (Optional):
# Text that's appended to the end of each node's text
# Default: ""
#
# - entry-node (Optional):
# Entry point for any players that are interacting with this dialogue tree
# Defaults to an empty value, meaning there's no entry point
#
settings:
available-format: " &b&l> &b${buttonText}"
unavailable-format: " &8&l> &7${buttonText}"
highlight-format: " &6&l> &e${buttonText}"
prefix: ""
suffix: ""
entry-node: "name-of-a-node"
#
# Dialogue node
#
name-of-a-node:
#
# Sets the ${buttonText} component (shown above in the button-format)
# that's shown for this node.
#
# Optional value.
#
prompt: "Hi, I'm a button :3"
#
# Over text applied over the whole prompt button.
#
prompt-hover: "I'm a hover text"
#
# Array of usables tests that are tested when a player might
# view this node.
#
# If these conditions are failed, then players will not be
# shown this node's text and anytime a button that points
# to this node is used in another node, that button will be
# shown as unavailable.
#
# You can include a 'error-message' value to override a
# condition's error message
#
# Optional value.
#
conditions:
- has_score: "objective=crown range=3.."
- inventory_empty: ""
error-message: "You've got something in your inventory :\\"
#
# Array of usables actions that are ran when this node is
# viewed by a player.
#
# Inputs are the same as the usables 'add' commands.
# For more info, see https://arcadiusmc.net/adminwiki/usables
#
# These actions are executed before any dialogue is shown
# to the player
#
# Optional value.
#
on-view:
- console_cmd: "kill %player"
- player_cmd: "say aww man :("
- script: "script/file/asda.js"
- js: "player.health = 0"
#
# Buttons included at the bottom of the text displayed
# by this node.
#
# Optional value.
#
links:
#
# Displays a button to another node in this file.
# Uses the prompt set by that node.
#
# If the specified node doesn't have a prompt set,
# an error will be logged.
#
- node: name-of-another-node
#
# Like the example above, except it overrides the
# node's prompt
#
- node: name-of-a-third-node
prompt: "Oh, I say!"
#
# References the entry-point of another dialogue tree,
# uses that dialogue's entry-point's prompt.
#
# If the specified dialogue tree doesn't exist, or doesn't have
# an entry-point, or the entry-point has no prompt, then an error
# is logged
#
# You can also reference specific nodes in another dialogue tree
# by using this format:
# <dialogue tree name>;<node name>
# Without the '<' and '>'
#
# Dialogue tree names are just the file names of the YML file where
# the dialogue is created (minus the '.yml' suffix)
#
- dialogue: dialogue-name
#
# Same as above, but it references a node named just 'node' in a
# dialogue tree, that's just called 'dialogue' and it overrides
# the node's prompt
#
- dialogue: dialogue;node
prompt: "Hi there :3"
#
# Array of text lines that makes up the actual content
# of this node
#
# Optional value.
#
text:
- "Line 1"
- "Line 2"
- "Line 3"
name-of-another-node:
prompt: "I'm a button, click me"
text:
- "Thank you for clicking on me :)"
- ""
- "Hi"
Last modified: 21.07.2024
commit: Update site
commit: Update site