Interactions like dialogue or cinematics have gained many new capabilities.
Interaction Bounds
Interaction bounds confine interactions to an action or space, such as canceling dialogue when the player walks away.
Interaction bounds can be in 2 modes: Interrupting
and Blocking
.
Interruption Mode
means that if the player breaks the bounding condition, the interaction will be canceled.
Blocking Mode
means the player is not allowed to violate the bounding condition, ensuring players see the dialogue through.
The mode is determined by the priority of the interaction versus the priority of the bound. If the interaction has a higher priority, it is in Blocking Mode
; if it is the same or lower priority, it is in Interruption Mode
.
Entries inherit their priority from the page.
Some examples of Interaction Bounds are:
PlayerRadiusInteractionBound
: Player stays within a certain radius from when the bound started.LookAtNpcInteractionBound
: Similar toPlayerRadiusInteractionBound
but forces the player to look at the entity.LockInteractionBound
: Completely locks the player's camera from moving and rotating.CommandInteractionBound
: Triggered when the player runs a command other than the/tw
command.
Interaction Context
The second new concept is Interaction Context
. This allows you to pass variables to subsequent entries in a sequence, allowing for more flexible interactions, such as asking the user for input and using that later, or spawning something on the block the player clicked on.
Custom Commands
Though you could already have Typewriter create a custom command, you can now have arguments for this command and use the input of the arguments in subsequent entries.
InputDialogue
NPCs can now ask more open-ended questions, like how many cookies 🍪 you want to have baked, or asking for a certain phrase like a password.
Other Features
This is not the only thing we added. Some noteworthy new features:
- Speed Data: You can now specify how fast/slow an NPC should walk.
- Replace With … Button: Now in the web panel, you can replace an existing entry with a different one. This is particularly useful!
- Improved Navigation for long cinematic content modes
- Allow glowing effect data to have colors
- And 70+ more new features!
To see all the changes, look at the full changelogs
Developer Changes
This new version comes with many breaking changes for developers! A full migration guide is provided to help you migrate your extensions to the new version.
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What are Dynamic Variables
Before, all fields on an entry needed to be filled in with valid values during configuration time. With Dynamic variables, fields can now be substituted with runtime values.
To give you some inspiration of what you can now do:
- Have cinematics in the world the player is in, instead of in a fixed world. Which is useful for playing cinematics in generated dungeons.
- Have the skin of a NPC be determined from a placeholder. For making leaderboard NPCs.
- Having the strength of a potion effect be the value of a fact. For "upgradable skills."
- Making launch pads shoot the player in the direction where they are looking.
Placeholder Parameters
Sometimes you want to know different details of an entry. Like the time it last got updated. The remaining time until the fact resets. Entries now support parameterized placeholders for more detailed information:
%typewriter_<entry id>:remaining:10% // Items left to collect
%typewriter_<entry id>:time:expires:relative% // Time until daily quest is active
New Entries
- Entity types: ArmorStand, EnderDragon, Parrot, Wolf, BlockDisplay
CalculatedFact
for complex expressionsWeightedRandomTriggerGate
for probability-based triggers- World and potion effect audience filters
Breaking Changes
- Extension developers: PlaceholderEntry API updated
Random...DialogueEntry
deprecated (useRandomVariable
instead)
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There are also some critical bug fixes:
- The option dialogue now makes sure it always displays all options, instead of only the first
- Fixed an issue with actions not being able to trigger any following entries
- Staging folder, not saving except for when shutting down the server. (Broken since beta-133)
- Recalculating the road network creates 1 snapshot per world instead of 1 per node.