#[FREE/RELEASE] NP 4.0 Inspired Dialogue System
71 messages · Page 1 of 1 (latest)
With the rep, can you have it set so as an example when you get to 50 rep with that ped another button appears that opens a shop?
Will implement in next changelog.
Loved the UI. Idk if you're planning for this or nah but better add an export function so you can use it inside other resources better then adding it in the share
Will check this out too! 🙂
Changelogs v1.2.0
What's Changed:
- Introduced an Export Functionality feature that enables the creation of dialogues directly from external sources, expanding the script's flexibility and customization options.
@mossy bough 😄
that's great 🙂
Changelogs v1.3.0
What's Changed:
- Revamped the user interface with enhanced button design and improved text readability.
that's fire🔥
[FREE/WIP] NP 4.0 Inspired Dialogue System
Upcoming Update v1.4.0 (Not Yet Released)
What will change?
- Later today, the reputation system will become fully operational, featuring complete database configuration and additional improvements. Additionally, an update will be released that introduces dynamic text display, allowing new text to appear when a button is selected.
May you DM me? @simple parcel
Low this I will be testing out your dialogue today! Amazing work
Found a problem with the numbers in the UI, will be fixing this ASAP
just got an idea if you want to Maybe add an animation option for the npc and a duration
Will check this out 😄
the animation let the npc talk
Great
Fixed the issue but going out for dinner now, will update later.
I think, It looks good if you remove one of these.
Its for showing who is the text message since I will soon add functionality for the player to say something when clicking on a button.
Example:
Mitch Bun says:
"Do you want to collaborate?"
Player response (You):
"Certainly!"
great 
Changelogs v1.4.0
What's Changed:
- Addressed UI issues.
The reason I haven't released the fully functional reputation system yet is:
- I've identified some issues in the code that allowed external execution of events. I'm actively addressing these concerns and working on an update, which I'll release soon.
This is on 1440p if u see the text bottom left otherwise nice release
So would this be possible in the options on interaction now?
Will check this out today.
I only checked on 2560x1440 and 1920x1080
Making that update today aswell
I don't seem to have this issue on 1440, can you show ur settings?
Changelogs v1.5.0
What's Changed:
-
Client-Side Updates:
-
Framework Detection and Initialization:
- Added detection and initialization for both ESX and QBCore frameworks.
-
Functionality Enhancements:
- Updated
FOBOZO.Functions.GetPlayerJobto fetch the player's job based on the detected framework. - Enhanced
FOBOZO.Functions.AddInteractionto handle interactions using eitherox_targetorinteract.
- Updated
-
Reputation Handling:
- Modified
fobozo-npcdialogue:showMenuevent to fetch the player's reputation using server callbacks before displaying the menu. - Ensured the
playerReputationis updated before the menu is shown, fixing issues with displaying reputation-required options. - Updated
fobozo-npcdialogue:setRepevent to only update the reputation without triggering menu display.
- Modified
-
NUI Callbacks:
- Added NUI callback
fobozo-npcdialogue:getRepto fetch the player's reputation from the server.
- Added NUI callback
-
-
Server-Side Updates:
-
Framework Detection and Initialization:
- Added detection and initialization for both ESX and QBCore frameworks.
-
Player Interaction Handling:
- Created a
getPlayerfunction to fetch the player object based on the detected framework.
- Created a
-
Reputation Management:
- Implemented
initializeRepevent to initialize player's reputation in the database if not already present. - Added functions
setReputation,addReputation,removeReputation, andgetReputationto manage player's reputation.
- Implemented
-
Server Callbacks and Exports:
- Registered server callbacks
fobozo-npcdialogue:getRepfor ESX and QBCore to handle reputation fetch requests from the client. - Added exports
setReputation,addReputation,removeReputation, andgetReputationfor managing player's reputation from other scripts.
- Registered server callbacks
-
-
User Interface Updates:
-
Reputation-Based Option Display:
- Enhanced JavaScript to correctly display options based on the player's reputation.
- Ensured the UI updates with the correct reputation values before showing the menu, fixing the issue with delayed display of reputation-required options.
-
UI Fixes:
- Adjusted button grid layout to handle different numbers of visible options correctly.
-
-
New Features:
- NPC Interaction Configuration:
- Added configurable
Shared.DialoguePedsto define NPCs, their interactions, and required reputation levels for options. - Provided a template for creating new dialogue NPCs with different interactions and job requirements.
- Added configurable
- NPC Interaction Configuration:
this work with option function like Onselect = function() ?
At present, the functionality is limited to events and commands, excluding custom code implementation. However, I will explore integrating this feature in an upcoming update.
Changelogs v1.6.0
What's Changed:
- Fixed the issue where multiple peds would show the same reputation. Each ped now correctly displays its own reputation.
- Fixed an executable event in the client to prevent potential exploits.
- Added a new shared option to define customizable actions, allowing for greater flexibility in NPC interactions.
- Enhanced reputation management to ensure individual reputations for each NPC are correctly fetched and displayed.
- Added customizable actions in the
Shared.Actionstable, allowing for easy definition and reference of NPC actions.
Changelogs v1.7.0
What's Changed:
- Resolved the createDialoguePed export functionality to ensure proper operation.
- Enhanced the createDialoguePed export to include and manage actions effectively.
exports['fobozo-npcdialogue']:createDialoguePed(
'csb_burgerdrug',
'Custom NPC',
'Custom Job',
'police',
-1175.9968, -878.6601, 13.0109, 67.6690,
'Hello, do you want to start or end your shift?',
{
ox_target = { icon = 'fas fa-comments', distance = 2.5 },
default = { distance = 7.5, interactDst = 2.5 }
},
{
{
label = "Sign In/Out",
action = "signInOut",
repRequired = 0
},
{
label = "Change Clothes",
action = "changeClothes",
repRequired = 50
},
{
label = "Exit",
action = "exit",
repRequired = 0
}
},
{
signInOut = function()
print('Custom Sign In/Out action triggered.')
end,
changeClothes = function()
print('Custom Change Clothes action triggered.')
end,
exit = function()
print('Custom Exit action triggered.')
end
}
)
you absoloute hero
Hi, i have a problem with the script after updating it today
I think the problem is from the actions because exit action is printing the text but my other actions is not working
I recently redownloaded the script and verified its functionality. I tested it using a client-side event with TriggerEvent, and it operated correctly. Maybe a fault in ur sc:spawnVehicle? If u still need help open a ticket in the discord in my bio.
I think the problem is not with my event because yesterday is working with version 1.3.0
Alright, open up a ticket in my cord real quick and I'll have a look 😄
Ok
Changelogs v1.8.0
What's Changed:
- Improved UI support for 1440p resolutions, resolving text overlap issues in the dialogue interface.
Next changelog will rework the Shared.Actions, since its currently not working together with the createDialoguePed export.
👍
Changelogs v1.9.0
What's Changed:
- Implemented an onSelect functionality within the script, enabling the execution of custom code upon the selection of a button.
- Ensured functions in the shared configuration have detailed explanations.
- Updated
createDialoguePedexport function to include new changes. - Ensured
getRepcallback is called before showing the UI. - Added logic to append text only once per session.
- Improved audio feedback to not play sound if the button is disabled.
- Updated keypress event handling to ensure buttons click correctly based on their state.
What do u mean exactly?
I want the same list
I don't think I know what u mean, what are you trying to do?
If u want the same interact, use this: https://github.com/darktrovx/interact
Yes, this is what I want, thank you
No problem
But do you know how I can change his appearance like this?
Simply photoshop the images inside the /assets folder
ok thx

Changelogs v2.0.0
What's Changed:
- Added support for dynamic text updates based on player reputation.
- Implemented a new reputation system allowing for minimum and maximum reputation requirements per button.
- Introduced conditional dialogue options that change based on the player's reputation.
- Ensured reputation-based text updates reflect the player's progress and interactions.
- Developed a system for updating dialogue options based on player reputation.
- Implemented functionality to show new buttons and hide existing ones dynamically.
- Ensured that update texts are appended without duplication.
Full Changelog: View
Ok this guy is cooking
this been deleted? link dont work
Oh deleted the post, but its somehow still here
ok that explains lol
why it got deleted ?
Want to release better quality and not inspired things, since I myself play on these servers.
❤️
https://github.com/fobozongithub/fobozo-npcdialogue
Repository is back online, just because I get a lot of pms about it. Will not be updating it anymore tho!
[FREE/RELEASE] NP 4.0 Inspired Dialogue System
Nice