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Dialog System

Dialog System allows you to display dialog on the player's screen, including special effects and other functionality.

Use Cases

The Dialog System allows you to display text with special effects on the player's screen along with other functionality such as activating buttons.

Dialog Parts

Configurations of Dialog Parts work differently compared to the usual configurations in the kit. Configurations regarding the activation of Dialog Parts are Attributes directly on the part.

NameDefault ValueDescription
ActionTextDialogWhen ProximityActivated is true, the text that will show up on the ProximityPrompt.
ClickActivatedfalseWhen true, the dialog part can be activated using a click detector.
ClickDistance16When ClickActivated is true, the maximum distance the dialog part can be activated from.
ColorSpecificCheckfalseWhen true and PushboxTouchActivated is true, the color of the Pushbox must match the color of the dialog part for it to be activated.
PlayerTouchActivatedtrueWhen true, the dialog part can be activated by the player touching it.
ProximityActivatedtrueWhen true, the dialog part can be activated by the player activating a ProximityPrompt on it.
PushboxTouchActivatedfalseWhen true, the dialog part can be activated by Pushboxes.
UsesInfiniteThe amount of times the dialog part can be activated.

Dialog Setup

Dialogs are set up by creating dialog configuration instances inside the __DIALOG__ folder found inside the dialog part. The dialogs are ordered by name. Each dialog object has attributes that control how the text displays, and also contains StringValue objects ordered by name containing more attributes that control how the text displays. The StringValue also contains an Effects folder that lets you toggle text effects.

Dialog Configuration Attributes

NameDefault ValueDescription
ActivateButtonBeforeDialogN/A (Color3 Attribute)Activates any button (before the dialog plays) that is the same color as the attribute.
ActivateButtonN/A (Color3 Attribute)Activates any button that is the same color as the attribute.
AwaitFinishtrueDetermines whether the dialog will wait for the text to finish typing.
AwaitTextFadefalseDetermines whether the dialog will wait for the text to fade out.
ClearInterval0.02How long it takes for each letter in the dialog to play the fade-out animation.
DelayAfterFinish0How long the dialog will wait after the current dialog has finished to display the next dialog sequence.
RemoveAfter2How long the dialog will stay on the screen after it has finished typing.

Dialog StringValue Attributes

The Value property of each StringValue will determine the text that will be displayed.

NameDefault ValueDescription
CanSkiptrueDetermines whether the player can click/tap on the screen to skip the dialog.
Damping0.45The damping ratio of the dialog fade-in effect. Recommended to not modify unless you know what you're doing
FontMontserrat MediumThe font the dialog will have.
Frequency2.65The frequency of the dialog fade-in effect. Recommended to not modify unless you know what you're doing
FromTopfalseDetermines whether the text will come from the top or bottom of the dialog frame.
Interval0.02How long it takes for each letter to play the fade-in animation.
TextColor(255, 255, 255)The color the text will be.
TextSize30The size the text will be.

Text Effects

Each text effect is a BoolValue. The set value of the object determines if the effect will be used.

NameDescriptionAttributes
GradientText gradient.GradientColor (Color3 / ColorSequence), GradientRotation (number), GradientTransparency (number)
RNGRainbowEach label will have a rainbow animation of different colors.N/A
RainbowEach label will have a rainbow animation that is consistent through the entire text.N/A
ShakeEach label will shake.N/A
ShineEach label will shine.ShineColor (Color3)
TextStrokeText outline.StrokeColor (Color3), Transparency (number), Thickness (number)
TweenSizeAllows you to grow/shrink the text over time.Size (number), Time (number), EasingStyle (string), EasingDirection (string)
WaveEach label will have a wave effect.N/A