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.
Name | Default Value | Description |
---|---|---|
ActionText | Dialog | When ProximityActivated is true, the text that will show up on the ProximityPrompt . |
ClickActivated | false | When true, the dialog part can be activated using a click detector. |
ClickDistance | 16 | When ClickActivated is true, the maximum distance the dialog part can be activated from. |
ColorSpecificCheck | false | When true and PushboxTouchActivated is true, the color of the Pushbox must match the color of the dialog part for it to be activated. |
PlayerTouchActivated | true | When true, the dialog part can be activated by the player touching it. |
ProximityActivated | true | When true, the dialog part can be activated by the player activating a ProximityPrompt on it. |
PushboxTouchActivated | false | When true, the dialog part can be activated by Pushboxes. |
Uses | Infinite | The 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
Name | Default Value | Description |
---|---|---|
ActivateButtonBeforeDialog | N/A (Color3 Attribute) | Activates any button (before the dialog plays) that is the same color as the attribute. |
ActivateButton | N/A (Color3 Attribute) | Activates any button that is the same color as the attribute. |
AwaitFinish | true | Determines whether the dialog will wait for the text to finish typing. |
AwaitTextFade | false | Determines whether the dialog will wait for the text to fade out. |
ClearInterval | 0.02 | How long it takes for each letter in the dialog to play the fade-out animation. |
DelayAfterFinish | 0 | How long the dialog will wait after the current dialog has finished to display the next dialog sequence. |
RemoveAfter | 2 | How 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.
Name | Default Value | Description |
---|---|---|
CanSkip | true | Determines whether the player can click/tap on the screen to skip the dialog. |
Damping | 0.45 | The damping ratio of the dialog fade-in effect. Recommended to not modify unless you know what you're doing |
Font | Montserrat Medium | The font the dialog will have. |
Frequency | 2.65 | The frequency of the dialog fade-in effect. Recommended to not modify unless you know what you're doing |
FromTop | false | Determines whether the text will come from the top or bottom of the dialog frame. |
Interval | 0.02 | How long it takes for each letter to play the fade-in animation. |
TextColor | (255, 255, 255) | The color the text will be. |
TextSize | 30 | The 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.
Name | Description | Attributes |
---|---|---|
Gradient | Text gradient. | GradientColor (Color3 / ColorSequence), GradientRotation (number), GradientTransparency (number) |
RNGRainbow | Each label will have a rainbow animation of different colors. | N/A |
Rainbow | Each label will have a rainbow animation that is consistent through the entire text. | N/A |
Shake | Each label will shake. | N/A |
Shine | Each label will shine. | ShineColor (Color3) |
TextStroke | Text outline. | StrokeColor (Color3), Transparency (number), Thickness (number) |
TweenSize | Allows you to grow/shrink the text over time. | Size (number), Time (number), EasingStyle (string), EasingDirection (string) |
Wave | Each label will have a wave effect. | N/A |