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Commands ​

Every command starts with /dialog and needs permission level 2 (operators, command blocks, functions, and quest or NPC mods running with raised permissions). Dialog ids tab-complete.

Conversations ​

CommandWhat it does
/dialog start <players> <dialog> [node]Starts a conversation, at node if given
/dialog stop <players>Closes the conversation without finishing it
/dialog bind <entities> <dialog> [node]Right-clicking these entities starts the dialog. See Starting Dialogs
/dialog unbind <entities>Removes the binding
/dialog listLists every loaded dialog and how many speakers are loaded

Player data ​

CommandWhat it does
/dialog flag set <players> <flag>Sets a flag
/dialog flag clear <players> <flag>Clears a flag
/dialog flag has <player> <flag>Shows true or false, and returns 1 or 0
/dialog relationship add <players> <npc> <points>Adds points (negative to take away)
/dialog relationship set <players> <npc> <points>Sets points
/dialog relationship get <player> <npc>Shows the points, and returns them
/dialog reset <players>Clears all flags, relationships and seen dialogs
/dialog reset <players> flagsClears flags only (also relationships or seen)
/dialog info <player>Shows a player's flags, relationships and how many dialogs they've finished

Using results in command blocks ​

flag has and relationship get return a number, so other commands can use them with execute store:

execute store result score @p elder_trust run dialog relationship get @p elder
execute if score @p elder_trust matches 10.. run say The elder trusts you!
execute store result score @p met run dialog flag has @p met_elder

Common recipes ​

GoalCommand
Test a dialog from the start/dialog reset @s then /dialog start @s mypack:elder
Jump to a node while writing/dialog start @s mypack:elder menu
Pretend a quest step is done/dialog flag set @s quest_wood_done
See what a player has done/dialog info Steve
Reload after editing files/reload

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