Problems with branching dialogue
Hello.
I wanted to make a branching dialogue in a NPC. I made a behavior pack with a manifest. Inside of it I made a script (a dialogue).
In my world I gave the NPC the next command:
/dialogue open @e[type=npc,r=1] @initiator [ayudante_1]
ayudante_1 was the name of the script
The code for the manifest was the following one:
{
"format_version": 2,
"header": {
"description": "My First Add-On!",
"name": "HelloWorldBP",
"uuid":"",
"version": [1, 0, 0],
"min_engine_version": [1, 16, 0]
},
"modules": [
{
"description": "My First Add-On!",
"type": "data",
"uuid": "",
"version": [1, 0, 0]
}
]
}
The code for the script is:
{
"format_version": "1.17",
"minecraft:npc_dialogue": {
"scenes": [ {
"scene_tag":"ayudante_1",
"npc_name":"Ayudante 1",
"text":"Os puedo ayudar para la tarea 2…",
"buttons":[
{
"name":"Ayuda",
"commands":[
"/say __"
]
},
{
"name":"Más ayuda",
"commands":[
"/say ___"
]
}
]
}
]
}
}
I don't know whats not working but the NPC has no dialogue when I introduced the /dialogue command.
The package is loaded in the world... I think the problem is or in the manifest or in the dialogue script... it's my first behaviour pack so I'm kind of lost.
Every help is welcome. Thanks in advance.
-
Hi LAIA SOSA I SOLÉ,
Creating a dialogue can definitely be a bit tricky the first time you try it.
I found this video here quite helpful.
Let us know how you make out with it. I can certainly help you further if you're still stuck. :)
2 -
It was super helpful! Thank you very much! I didn't do every dialogue I want to so I don't know if I will have problems in the future. But at least I manage the first dialogue to work! Thanks :)
0
Please sign in to leave a comment.
Comments
2 comments