beastslash / roblox-dialogue-maker Goto Github PK
View Code? Open in Web Editor NEWSource code to the Dialogue Maker plugin on Roblox.
Home Page: https://www.roblox.com/library/4930928141/Dialogue-Maker-Beta
License: MIT License
Source code to the Dialogue Maker plugin on Roblox.
Home Page: https://www.roblox.com/library/4930928141/Dialogue-Maker-Beta
License: MIT License
For example, <i>*Test*</i>
freezes the client.
Reported by Roblox user extravent3.
Message buttons (like the priority editor) can still be pressed and it would break button functionality if one is pressed.
A sound effect when the player clicks the box would be nice.
This'll probably be in the NPC settings.
This will help with adding text effects.
that's pretty ugly ngl!!
What should happen: My view should be placed in a directory that's one parent above the current directory.
What actually happens:
14:23:48.643 - Dialogue is not a valid member of Model
14:23:48.646 - Stack Begin
14:23:48.649 - Script 'Plugin_4880346258.DialoguePluginScript', Line 77
14:23:48.651 - Stack End
Method:
Frequency: Happens all of the time.
This would make things easier when updating the plugin.
How do I activate a script when a response is selected?
They're pretty easy to make, but I gotta explain how to do it lol
What should happen: Dialogue Maker should warn the user that the folder no longer exists, create a new folder, then take them back to the root directory.
What actually happens: Dialogue Maker allows me to make dialogue, but it isn't saved in the NPC's DialogueContainer
because it doesn't exist.
Method:
DialogueContainer
folder that is in the NPC model.Frequency: Happens all of the time.
This will make the code more readable and give more freedom to developers.
What should happen: Redirects should point to dialogue on a different priority.
What actually happens: The redirect gets trumped by higher priority dialogue.
Method:
Frequency: Happens all of the time.
What should happen: A scrollbar should appear on the right side of the frame when there are more priorities than the frame can fit.
What actually happens: No scrollbar appears, yet the dialogue is created in the folder.
Picture:
Method:
Frequency: Happens all of the time.
https://devforum.roblox.com/t/dialogue-maker-beta/537321/36
Notes:
Execute()
functionThis may require an overhaul of the entire code.
I know how the plugin works, but other people may not know and thus struggle to operate it properly.
There is no keybind set to continue the conversation.
What should happen: Conversation should reset.
What actually happens: Conversations can't be held with NPCs.
Method:
Frequency: Happens all of the time.
Right now, it acts the same as an "after action". I think the BA should execute when the response is shown for the player.
If the user enters a directory that is really deep, then the directory number becomes illegible. This not only looks bad on the GUI; it prevents the user from easily being able to add redirects that point to said directory.
Picture:
Solution: Truncate the directory number and print full version to the console.
This might be interesting: https://devforum.roblox.com/t/sectionsstring-change-color-font-size-etc-of-parts-of-textlabels/352406
When the dialogue is triggered, the player should be able to see a name that the developer defines in NPCs' settings.
I feel like this might be a Roblox issue. I wonder if this can be fixed using events.
They don't have comments on the right side of them!
I feel like this would make settings management easier.
The SpeechBubble offset is broken due to an incorrect property name in ClientAPI script. Line 63 reads
SpeechBubbles[npc].StudsOffset = properties.StudsOffset
but the property name in the Settings script on line 21 is SpeechBubbleStudsOffset
SpeechBubbleStudsOffset = Vector3.new(0,4,0); -- Replace this with how far you want the speech bubble to be from the NPC's head. Measured in studs. [accepts Vector3]
This causes the the ClientAPI to throw an error "expects Vector3, got nil" or similar. Changing the reference to the correct property in ClientAPI fixes this problem:
SpeechBubbles[npc].StudsOffset = properties.SpeechBubbleStudsOffset
Dialogue can't be deleted unless I manually go to the NPC's DialogueContainer and delete the dialogue folder. This is too much just to delete one message.
script.Parent:GetPropertyChangedSignal("Visible"):Connect(function()
if script.Parent.Visible then
script.Parent.Visible = false;
end
end)
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