Hi guys,
Like write in the title, could you add an option to disable "conversation start" and "conversation end" messages?
Thank you for reading
Hey there!
I just wondered what those messages are, since I disabled them so long I ago I don't even remember anymore.
In your messages.yml just change the message to be empty, like this:
de:
conversation_start: ''
conversation_end: ''
(The formatting is off, don't copy paste)
Mhhh it seems so simple! I will try it thank you for the tip!
It works! :)
Something comes: is there any way to only disable both messages if there isn't any conversation available for player? (and keep them when there is conversation, to know when player is too far from NPC)
Ok, just so that I understand you correctly:
You want the messages to be enabled, but right now if you click an npc which hasn't any options to say it also sends the messages. Which means you get something like this:
====Conversation with NPCNAME started!====
====Conversation with NPCNAME finished!====
Without anything inbetween?
(I haven't tested it myself, but this sounds like a bug, doesn't it Co0sh?)
And I don't really understand the second part.
If you have a pullback message (which is seperate from the start/end message) it should get printed if the player is to far away.
For the first, it is exactly what you write: https://i.imgur.com/X7V9vuf.png
For second part, when player is to far away, the message "conversation with NPCNAME finished" appear (nothing else). Even if there is a complete line in messages.yml. Config:
max_npc_distance: '5'
notify_pullback: 'true'
Well it sounds like you don't have "stop" enabled in your conversation. Therefore the conversation just ends and you aren't pulled back
Sorry I am not sure to well understand what do you mean
Do you think I forgot something? What may I enable?
Or do you think it appears like a bug?
In your npcconversation.yml there should be an option stop. Set it to stop: "true" to force the player to end a conversation "properly". Meaning they need to end the conversation in the dialog; if they try to walk away from the NPC while there are still options they should choose from, they get teleported back to the NPC.
It's described better in the docs here: https://github.com/Co0sh/BetonQuest/wiki/Reference#conversations
Okay, I can do that @JohOply
Could you please keep them as a config option?
They are quite usefull for spotting mistakes because if you disable them there is no way to say if there was no valid start option or if there was a error which lead to not assigning the conversation to the npc.
I konw the config gets bigger and bigger this way 馃榿
Thank you for your suggestion!
We have added your idea to the _Conversation Rework discussion_ (#1116) in an effort to clean up our issue tracker.
Most helpful comment
Could you please keep them as a config option?
They are quite usefull for spotting mistakes because if you disable them there is no way to say if there was no valid start option or if there was a error which lead to not assigning the conversation to the npc.
I konw the config gets bigger and bigger this way 馃榿