Dialogue System Actions
v1.0
These Actions are specifically designed to target Dialogue System for Unity features.
Start Conversation Action
Starts a Dialogue System conversation programmatically. Specify the conversation name, actor (speaker), and conversant (listener). Useful for triggering conversations from ActionExecutors based on game events, timers, or conditions.
Stop Conversation Action
Immediately stops the currently active conversation. Optionally specify a conversation name to stop only that specific conversation. Use for emergency interruptions, combat starts, or story-driven conversation cuts.
Set Dialogue Variable Action
Sets a Dialogue System variable (Variable["VarName"]) to a specific value. Supports strings, numbers, and booleans. Use to update quest flags, player stats, or story state from Juicy Actions, enabling two-way communication between your Action sequences and dialogue logic.
Get Dialogue Variable Action
Reads a Dialogue System variable and stores it in the ActionExecutor's Blackboard. Allows Actions to react to dialogue state - for example, triggering different effects based on quest progress or player choices stored in DS variables.
Set Quest State Action
Changes a quest's state (Unassigned, Active, Success, Failure, Abandoned, ReturnToNPC). Optionally shows a quest alert notification. Perfect for quest completion effects, visual celebrations when objectives are met, or triggering quest-failed sequences.
Set Quest Entry State Action
Updates the state of a specific quest entry/objective within a quest. Specify quest name, entry number, and desired state (Active, Success, Failure). Use for granular objective tracking and triggering effects when sub-objectives are completed.
Play Bark Action
Triggers a bark (short, non-interactive dialogue bubble) on a specified GameObject. Supports both direct text barks and conversation-based barks. Great for NPC reactions, ambient dialogue, tutorial hints, or context-specific comments during gameplay.
Show Alert Action
Displays a Dialogue System alert message with optional duration. Shows a temporary UI notification to the player. Use for system messages, item pickups, ability unlocks, or any short-form player feedback that doesn't require a full conversation.
Run Lua Command Action
Executes arbitrary Lua code immediately within the Dialogue System's Lua environment. Access and modify variables, call functions, or execute complex logic. Provides full scripting power for advanced integrations between Juicy Actions and Dialogue System.
Evaluate Lua Condition To Blackboard Action
Evaluates a Lua expression (e.g., Variable["Health"] < 50) and stores the boolean result in the ActionExecutor's Blackboard. Enables Conditionals to branch based on Dialogue System state without duplicating logic, creating a bridge between DS conditions and action flow control.
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