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💬 Conversations

NotQuests has a wonderful conversation system which allows you to create unlimited conversations with unlimited speakers, options, paths and outcomes each. This is also the hardest feature to understand, since conversations are created YAML files.

Before starting this journey, please learn YAML (yml) first. Here is a tutorial you can use. Make sure you understand the hierarchies of yaml before you continue (e.g. in the below demo conversation code, understand that "greeting" is a PART of the speaker "Atlas" which by itself is a part of the object "Lines". One indentation (spaces) too much or too little and you fuck up the hierarchy and thus the entire syntax)

Next, install a suitable editor with YAML support. I recommend Visual Studio Code. Without a proper editor, it's easy to fuck up the YAML syntax (especially spaces, tabs, indentation) which will cause your conversations to not work. Visual Studio code will show you errors as you type them.

Create a demo conversations

To get started, first create a demo conversation using /qa conversations create test --demo . The --demo flag at the end makes it create a conversation filled with demo data instead of a blank one. test is the name of the conversation. You can find the conversation in plugin/notquests/default/conversations/test.yml - go ahead and open that one with Visual Studio Code! It should look like this:

start: Atlas.specialgreeting,Atlas.greeting1
color: "<BLUE>"
delay: 200
text: "Hello traveler! I am atlas, the keeper of time!"
next: Player.greeting1,Player.greeting2
shout: true
text: "I don't wanna talk to you while you fulfill this condition. Bye!"
- condition replaceThisWithTheNameOfYourCondition
text: "That's a secret, but without me, you all wouldn't exist."
next: Atlas.answer3
text: "Time is a rare good. Au revoir!"
text: "Anyways though, what are you doing here?"
next: Player.three,Player.four,Player.five
text: "Oooh I see! I'm sure you are in need for some time, then. Should I lend you some?"
next: Player.lend,Player.nolend
text: "Here it is!"
next: Atlas.answer6
text: "[Hands time]"
next: Player.bye
text: "You're very welcome. Good luck on your ventures!"
- "action replaceThisWithTheNameOfYourAction"
- "action anotherAction"
delay: 200
text: "Nice to meet you! Why do you need to keep time?"
next: Atlas.answer1
text: "I have no time for you."
next: Atlas.notime
text: "I'm just exploring the area!"
next: Atlas.answer4
text: "I'm on a mission."
next: Atlas.answer4
text: "I'm here to meet the king."
next: Atlas.answer4
text: "Yes, please! I could use some time"
next: Atlas.answer5
text: "No, sorry, I have enough time. Thank you for the offer, though!"
next: Atlas.notime
text: "Thank you a lot, time keeper. See you around!"
next: Atlas.nicebye

With your newest yaml knowledge, try to understand what this file does and how it works. Just use your brain and go through it. Experiment with it, make some changes, and see what happens.

Every time you change the file and save it, you can load all changes in-game using /qa reload conversations . Please check your console for warnings and erros afterwards and READ them. You can the start the conversation using /qa conversations start yourconversationname , so in this case /qa conversations start test .

Some explanations

I don't have a lot of time so I cannot make a 100% throughout guide yet - instead, try to experiment and understand it yourself. I'll improve this guide gradually when I find time. Let's begin with some explanations:


That file is a conversation (test). A conversation has multiple speakers (in this case, Atlas and Player). Each speaker has multiple conversation lines which are identified using this format: " <Speaker>.<LineName> ". For example: Atlas.greeting1


On line 1, you should see start: Atlas.specialgreeting,Atlas.greeting1 . This determines where it should start the conversations. In here, 2 conversation lines are specified: Atlas.specialgreeting and Atlas.greeting1.

How it works is, it first tries to start Atlas.specialgreeting, which is this line:

text: "I don't wanna talk to you while you fulfill this condition. Bye!"
- condition replaceThisWithTheNameOfYourCondition

As you can see, it has a text and a condition attached to it. The text is what will be sent to the player. Conditions are conditions which have to be fulfilled in order for the conversation line to play. You can create them in-game using /qa conditions create yourconditionname ... - the condition in the demo conversation obviously won't exist, so replace it with your own.

Now, what happens if the attached condition is not fulfilled? Well, since it's the start of the conversation, it would then try to play the next conversation line specified in the comma-separated list in start: Atlas.specialgreeting,Atlas.greeting1 - and this would be Atlas.greeting1:

text: "That's a secret, but without me, you all wouldn't exist."
next: Atlas.answer3

So basically, it only plays the first conversation line specified (Atlas.specialgreeting here) and ignores the second one (Atlas.greeting1) here, UNLESS the condition of the first conversation line is not fulfilled. Then it goes to the next conversation until the FIRST conversation line which has a fulfilled condition. And that's how you can branch your conversation into multiple paths!


Each conversation line has a next: object. See the Atlas.answer1 for example

text: "That's a secret, but without me, you all wouldn't exist."
next: Atlas.answer3

The next attribute determines, well, which conversation it should play next. In this case, it goes to Atlas.answer3 next. This should be quite obvious. Similarly to start, you can also specify multiple conversation lines separated by commas here, if you want to branch it conditionally.

So what happens when a conversation line does not have a next: attribute attached to it?


The conversation will just end. No next, it'll end.

Actions and conditions

Each conversation line can have an actions: list object, and a conditions: list object. When it reaches the conversation line, it will execute all actions you specified there. It will ONLY play the conversation line, if all conditions you specified are fulfilled.

Just check the demo conversation above - it has examples for both actions and conditions.

Conditions usually start with "condition yourconditionname". "condition" at the beginning tells it that it should look for a condition you pre-created in-game, and next comes the name of the condition. Actions work similarly

Negating conditions

You can negate conditions by putting a "!" in front. Example:

  • "!condition yourconditionname"

Make sure to wrap it in quotes ("")

in-line actions/conditions

So, putting "condition" in front makes it look for a pre-created condition which you created in-game. You can also do stuff like

- Money moreThan 100


- StartConversation someotherconversationname

instead of

- action youringamecreatedactionwhichstartsanotherconversation

This is NOT recommended as there is no documentation for in-line stuff (they usually follow the commands closely) and there is no checking if you do it correctly, unlike the in-game commands which tell you exactly if you do something wrong ( /qa conditions create and /qa actions create )


Q: Conversation delay doesn't work

A: This feature is half-broken. Will fix in the future

Q: Something went wrong

A: Read the next section ("Something doesn't work")

Q: My chat is disappearing, messages are disappearing, something weird with previous messages it's just weird

A: You probably encountered the conversation packet magic / chat resotoration features, which aims to de-clutter your chat! Most like it, some find it weird, which is understandable. You can disable it in the notquests config!

Q: Why am I getting no support in the discord?

A: Conversations can be really complex, and thus take a LOT more time for me to understand the issue. And I sadly just have very little time at the moment. But rest assured! 99% of issues people reported ended up being user-errors, not issues in notquests, so most issues you encounter should be fixable! It's just easy to make mistakes, which leads me to the next question:

Q: Conversations are hard. Will you make a GUI?

A: No Minecraft GUI, no. Those are even worse and a pure pain in the ass to use. Instead, I'm planning to make a nice Web UI

Q: When will it/feature XY be finished?

A: Between 1 week and never. I can't give any time-frames as I don't know them myself. And I can't predict it because I don't know when I'm working on notquests and how long it would take.

Q: When will this guide be improved?

A: Same answer as above. Sadly, community members who figured stuff out don't share it with others. Probably, once you figured stuff out or become good at this, you probably won't give back and share your solution here either / try to improve this guide. The docs and guides here are open source, so everyone can contribute, but noone wants to. Don't blame me! PLENTY of people would have the knowledge to help with these guides. And noone does. And I'm not getting paid any more than they (and you) are (= I'm not getting paid at all). So, please consider contributing and helping others! ❤️

Something doesn't work!

Every time you use /qa reload conversations , it'll throw warnings inside your server console if anything is wrong. So just read them. Read the damn warnings. They will tell you EXACTLY what went wrong.

Thus, it is a good practice to check your server console every time you reload your conversations, if you did something wrong. If you see a giiiant error which is not yellow and rambles about some yaml errors, you fucked up the yaml syntax. Thus, as I said in the second and third paragraph of this guide, use a proper editor which shows you errors as you type them (like Visual Studio Code) and read the yaml tutorial. Yaml is very anal about its syntax - if you forget one space or add a space too much, you're fucked.

Also tip: better us too many quotes than too little.