Sueta

UplineDialogues

3.0.0

Entity Dialogue Creation

·Plugin



Give your NPCs something to say.

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UplineDialogues turns any mob or Citizens NPC into a character a player can actually talk to a shopkeeper, a quest giver, a gatekeeper, a guide.

Changes are live the moment you make them. No reload, no sync step.

Build it as a map, not a config file

Conditions, written the way you'd say them

If experience level is less than 10 → hide this option. That is the whole editor. Pick a check from a list, say what it should be, add what happens.

  • What you can check: level, money, rank, health, hunger, the item they are holding, what they are carrying, permissions, op, world, world time, players online - or any PlaceholderAPI placeholder.
  • What can happen: hide the option, change its hover text, send them to another dialogue, open a window, run a command (as the player, as op, or as the console), give or take items.

Minecraft's own dialog windows - built by dragging

Since 1.21.6 the game can draw a real window: a title, a body, form controls, buttons. This plugin builds them visually.

  • Ask for input. Text boxes, tick boxes, sliders and drop-down lists. What the player types or picks is handed straight to your command - so one window can ask who, how much and what for, and run a single command with all three.
  • Buttons do things. Run a command, open another window, jump into an NPC's conversation, open a link, copy text, or close. Give a button rules and players who fail them never see it.
  • Three ways to use one. Play a whole NPC's conversation in windows, draw a single beat in one while the rest stays in chat, or build standalone windows - a quest board, a shop front, a rules prompt, a warp hub - and open them with /updialog screen <key> @a from a command block or another plugin.


Servers older than 1.21.6 can still build windows - they simply do not open until you update. Everything else works from 1.20.

Optional: hand an NPC to an AI

Turn it on and an NPC keeps its own personality, remembers the players it meets, and forms opinions about them.

  • Follows your script. Your tree decides what happens and where it goes; the model only writes the words, fresh for every player. The same NPC greets a stranger and an old customer differently without you writing either version. Prices, warnings and oaths can be locked so they are said exactly as typed.
  • Free conversation. No script. The player types, the NPC answers, and only the personality you wrote keeps it in bounds.


Questions, bugs, ideas?
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