Skip to content

YaCharacterDialog

DEPRECATED
YaCharacterDialog is an object representing dialogues on speakers.

Functions

boolean IsValid()

Returns true if the struct is valid.

number AddDialogWithQuestID(number dialogID, number questID, number speakerID, [number customTriggerID])

SERVER ONLY 
Adds a dialogue with a quest to a speaker.
  • dialogID The unique identifier of the dialogue
  • questID The unique identifier of the quest
  • speakerID The EntityID of the speaker
  • customTriggerID Used to group UI dialogues

number AddDialog(number dialogID, number speakerID, [number customTriggerID])

SERVER ONLY 
Adds a dialogue to a speaker.
  • dialogID The unique identifier of the dialogue
  • speakerID The EntityID of the speaker
  • customTriggerID Used to group UI dialogues

boolean ContainsDialog(number dialogSN)

Returns true if the speaker contains an interactable dialogue.
  • dialogSN The serial number of the dialogue

boolean RemoveDialog(number dialogSN)

SERVER ONLY 
Removes an interactable dialogue for the speaker.
  • dialogSN The serial number of the dialogue

number GetDialogsCount(number speakerID)

Gets the number of interactable dialogues on the speaker.
  • speakerID The EntityID of the speaker

Array<YaDialogData> GetDialogs(number speakerID)

Gets the dialogue list of interactable dialogues on the speaker.
  • speakerID The EntityID of the speaker

boolean TryAddCompletedDialog(number dialogID, number speakerID, number dialogSN)

SERVER ONLY 
Records the finished dialogue for a speaker.
  • dialogID The unique identifier of the dialogue
  • speakerID The EntityID of the speaker
  • dialogSN The serial number of the dialogue

boolean ContainsCompletedDialog(number dialogSN)

Returns true if the dialogue is finished for the speaker.
  • dialogSN The serial number of the dialogue

boolean ContainsCompletedDialogByAny(number dialogID)

Returns true if the speaker has completed the dialogue.
  • dialogID The unique identifier of the dialogue

boolean RemoveCompletedDialog(number dialogSN)

SERVER ONLY 
Removes the completed dialogues recorded on the speaker.
  • dialogSN The serial number of the dialogue

void EnterDialogState(number dialogID, number speakerID, number dialogSN, [number customTriggerID])

Enters a dialogue with a speaker.
  • dialogID The unique identifier of the dialogue
  • speakerID The EntityID of the speaker
  • dialogSN The serial number of the dialogue
  • customTriggerID Used to group UI dialogues

void SelectOption(number dialogSN, number sentenceID, number optionID)

Selects an option in the current dialogue.
  • dialogSN The serial number of the dialogue
  • sentenceID The unique identifier of the sentence
  • optionID The unique identifier of the option

Array<YaDialogSelectOption> GetSelectOptions()

SERVER ONLY 
Gets all options of the speaker. Call it in the dialogue end event.

void ExitDialogState()

Interrupts the dialogue of the speaker.

void DialogStateEnds()

Completes the dialogue of the speaker.

boolean IsInDialogState()

Returns true if the speaker is in a dialogue.

YaDialogState GetDialogState()

Gets the dialogue state of the speaker.

Events

AddDialogEvent<YaDialogData>

Fired when new dialogues are added to the speaker.
  1. dialogData Including information about dialogue