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Set Dialogue

Sets the dialogue of the specified NPC. An empty string value can be specified for the dialogue name in order to remove the NPC's dialogue. The dialogue name is case-sensitive.


set_dialogue(entity_id, dialogue_name)
entity_idEntity ID of the NPC for which to update the dialogue.StringYes
dialogue_nameName of the new dialogue.StringYes


set_dialogue("purple_slime", "second_dialogue");

Results: The purple slime's dialogue is changed to “second_dialogue”.

Use the Set Dialogue function to switch an NPC to an entirely different dialogue after your game has progressed to a new part of the story or to remove an NPC's dialogue after they no longer have anything to say.

Editor Node:

Visual Demo:

set_dialogue.txt · Last modified: 2021/04/21 18:49 by justin