Dialog¶
Creates NPC billboard-style dialog bubbles.
Description¶
The Dialog object allows users to create non-player characters (NPCs) that players can talk to using a list of choices. The Dialog object can be inserted into a part such as a Humanoid's head, and then a player will see a speech bubble above the part that they can click on to start a conversation. The creator of a place can choose what choices the player can say by inserting DialogChoice objects into the dialog.
Inheritance¶
Nova inheritance: Instance → Dialog
Properties¶
ConversationDistance Supported Property The furthest distance that a player can be from the Dialog's parent to start a conversation.
The furthest distance that a player can be from the Dialog's parent to start a conversation.
The maximum distance in studs between the player's character and the Dialog's parent BasePart at which the player can click on the speech bubble to begin or continue a conversation. If the player moves further than this distance from the parent part, they cannot initiate the dialog. The engine uses this value to select the nearest available Dialog when multiple are in range.
Default is 25.
GoodbyeDialog Supported Property Sets the sentence that the dialog will show to the player when the chat ends.
Sets the sentence that the dialog will show to the player when the chat ends.
The text displayed as the goodbye option at the bottom of the dialog choices list. When Dialog.GoodbyeChoiceActive is true, this string appears as the final selectable choice; clicking it ends the conversation. When Dialog.GoodbyeChoiceActive is false, this property has no visible effect.
Default is an empty string.
InitialPrompt Supported Property Sets the first sentence that the dialog will show to the player, once a chat is commenced.
Sets the first sentence that the dialog will show to the player, once a chat is commenced.
The text that the NPC displays inside the speech bubble when a player first begins the conversation. This is the opening line that appears before the player selects from DialogChoice options nested under this Dialog.
Default is an empty string.
InUse Supported Property If true, this dialog is being used by at least one player.
If true, this dialog is being used by at least one player.
A read-only runtime indicator that is true whenever at least one player is currently engaged in this dialog conversation. The engine sets this to true when a player begins talking and resets it to false when all participants leave. This property is not serialized and always starts as false when the place loads. Scripts can read this property but cannot set it directly.
Default is false.
Purpose Supported Property Sets the icon that the initial dialog displays.
Sets the icon that the initial dialog displays.
Controls which icon appears on the dialog's speech bubble indicator. Accepts a value from the DialogPurpose enum:
- Quest -- displays an exclamation mark (!)
- Help -- displays a question mark (?)
- Shop -- displays a dollar sign ($)
Default is Help.
Tone Supported Property Sets the color of the NPC's speech bubble.
Sets the color of the NPC's speech bubble.
Controls the color accent on the dialog's speech bubble. Accepts a value from the DialogTone enum:
- Neutral -- blue accent bar
- Friendly -- green accent bar
- Enemy -- red accent bar
Default is Neutral.
Methods¶
SignalDialogChoiceSelected Supported Function
No description available.
Roblox reference signature
RobloxScriptSecurityEvents¶
DialogChoiceSelected Supported Event Fired when a player chooses something to say, through a Dialog instance.
Fired when a player chooses something to say, through a Dialog instance.
This event is client-side only and will not fire on the server. It should be connected to in either a LocalScript or a ModuleScript required by a LocalScript.
Inherited members¶
Inherited from Instance: 8 properties, 36 methods, 7 events. They are documented on the base class page.
7 modern Roblox member(s) are not implemented yet — expand to inspect
Members declared by Roblox's Dialog class (or by a missing base class) that Nova does not expose. Use this list to scope a migration; the compatibility guide has the recommended workaround.
Properties¶
| Member | Signature | Status | Notes | Flags |
|---|---|---|---|---|
BehaviorType |
BehaviorType: DialogBehaviorType |
Not yet | Sets whether the Dialog can be used by multiple players at once. | — |
GoodbyeChoiceActive |
GoodbyeChoiceActive: bool |
Not yet | Toggles whether the goodbye option will be displayed. | — |
TriggerDistance |
TriggerDistance: float |
Not yet | Sets the maximum distance that a dialog can be triggered from. | — |
TriggerOffset |
TriggerOffset: Vector3 |
Not yet | Sets the offset of the dialog relative to the dialog's parent. | — |
Methods¶
| Member | Signature | Status | Notes | Flags |
|---|---|---|---|---|
GetCurrentPlayers |
Dialog:GetCurrentPlayers(): Instances |
Not yet | Returns a list of players currently using the Dialog. | — |
SetGuiObject |
Dialog:SetGuiObject(gui: BillboardGui): null |
Not yet | — | RobloxScriptSecurity |
SetPlayerIsUsing |
Dialog:SetPlayerIsUsing(player: Instance, isUsing: bool): null |
Not yet | — | RobloxScriptSecurity |
Roblox reference: Dialog
Generated from Nova's API dump and Roblox creator-docs. Nova-only members come from the engine's reflection metadata.