Story & Dialogue

Build Roblox Quests & NPC Dialogues — No Code Needed

Write dialogues, create interactions, send notifications, guide players and add conditional logic.

01
Dialogue

Shows dialogue bubbles. Pauses the action chain until the player finishes reading.

NPC conversations, story sequences, tutorials, quest briefings, lore reveals.

A dialogue UI appears with the lines defined on the node. The chain resumes when the player finishes.
02
Interaction

Pauses the chain. The player must press the action button to continue. Places a hold-E prompt on the entity.

Talking to NPCs, harvesting resources, opening chests, activating mechanisms, picking up items.

A prompt appears above the entity. The player holds E, then the next action fires.
Available options
  • Prompt label Text shown on the interaction prompt.
03
Notification

Shows a message on the player's screen. Choose between success, error, warning and info styles.

Quest updates, purchase confirmations, error feedback, system messages, achievement alerts.

A styled toast notification appears briefly on screen.
Available options
  • Style Success, Error, Warning or Info.
  • Message The notification text to display.
04
Guide player

Places a GPS waypoint to guide the player. The chain pauses until the player arrives.

Guided tutorials, quest navigation, directing players to objectives, discovery mechanics.

A waypoint marker guides the player. Cross-zone targets are resolved through portals automatically.
Available options
  • Target entity Which entity to guide the player to.
05
Compare two values

Compares two values and goes through Yes if the comparison holds, No otherwise.

Pick a path based on a math comparison: vitality > 50, gold == 0, level >= 10.

Goes through Yes or No depending on the comparison result.
Available options
  • Operator Greater than, less than, equal, not equal, etc.
  • First value Wire a value (e.g. vitality from a Get block).
  • Second value Wire a value or set a fixed number.
06
Condition (if / else)

Checks something (e.g. does the player have 100 coins?) and picks a path based on the answer. Combine several conditions with AND / OR.

Shop purchases (check gold), locked doors (check key + level), level-gated content, branching dialogues.

Conditions are combined via the chosen operator, then the matching branch is executed.
Available options
  • Logical operator AND (all must be true) or OR (at least one must be true).
  • Conditions Checks on items, stats, currencies.
07
Wait for condition

Pauses the chain until a condition becomes true (e.g. the player reaches 10 HP). The engine checks every 2 seconds and resumes automatically.

Wait for the player to collect enough items, reach a stat threshold, earn currency — or any combination.

The chain pauses. Every 2 seconds the conditions are re-evaluated. When satisfied, the next action fires.
Available options
  • Logical operator AND / OR — combine multiple conditions.
  • Conditions Same options as Condition (if / else).
08
Daily quest

Assigns a daily quest to the player.

Login bonuses, daily objectives, recurring challenges.

A daily quest is assigned to the player and tracked on the HUD.
09
Journal quest

Assigns a journal quest to the player.

Storyline milestones, long-term objectives tracked in the journal.

A journal quest is assigned to the player and tracked in the journal.
10
Give a quest

The NPC gives a quest to the player, picked at random from the list. Takes a different path depending on what happens.

Guild NPCs handing out random missions, daily quest givers, storyline NPCs with several possible quests.

Next → the NPC just gave the quest. In progress → the player already has it and it is not done yet. Completed → the player finished it and is waiting for reward. Failed → the quest failed. Impossible → nothing to give.
Available options
  • Quest list The quests the NPC can give. One is picked at random from those the player doesn't already have.
11
Check the quest

Looks at whether the player already has the NPC's quest, and picks a different path depending on the state. Does not change anything.

Use before Give a quest to avoid giving the same quest twice. Use after to branch the dialogue on whether the quest is done, in progress, or failed.

In progress → quest given, not yet done. Completed → quest done, ready for reward. Failed → quest failed (time ran out or wrong delivery). Not started → player doesn't have the quest yet.
Available options
  • Quest list The quests to check. Picks the first one that's bound to this NPC for the player.
12
Give the reward

The NPC gives the reward to the player. Only works if the player has finished the quest.

The player comes back to the NPC after finishing the quest, to collect the reward.

Rewards are given to the player, and the NPC is free to give a new quest.
13
Deliver the quest

The player has to hand over the right items to the NPC, in the right order. If they get it wrong, the quest fails.

Delivery quests (bring 2 mushrooms + 1 flower + 2 turtles) where getting the order wrong means failure.

Right delivery → rewards given, quest finished. Wrong delivery → items lost, quest marked as failed.
14
Forget the quest

The NPC forgets the quest they had given. Used so the player can try again after failing.

After the 'Failed' branch of Check the quest: accept the failure and let the NPC give a new quest.

The NPC can give a new quest the next time the player comes to talk. The failed quest is erased.
15
Multiple choice

Shows a prompt to the player with a list of response buttons. Each response opens its own branch in the graph.

NPC dialogue forks, quest acceptance prompts, shop menus, dilemmas, player-driven narrative.

The chain pauses, a choice window opens on the player's client, and continues through the handle matching the player's pick (or Default on cancel).
Available options
  • Prompt The question shown above the response buttons.
  • Responses List of response labels. Each one becomes an output handle.
16
Show a title

Displays a large styled title on the player's screen, with optional sound. Reuses the engine's title display system.

Boss defeat banner, achievement reveal, chapter title card, level-up flourish.

Renders the title with the gold gradient style for ~1.5s on the player's screen.
Available options
  • Title text The title text to display.
17
Switch

Routes the incoming value to one of its case outputs. Wire a Get → Switch.value, list the case values to match. Each case becomes an output port that fires only when the incoming value matches it. Wire a port onto a downstream gate to apply that branch.

Drive type-specific behaviour : on Warning apply a font + a colour, on Error change just the border, etc.

The matching case's port fires (truthy) ; every other port stays nil. The implicit `Default` port fires when no case matches.
Available options
  • Cases List of values to match. Each value becomes an output port.
18
Read a value

Reads a value from the player or the project (a stat, an inventory list, the recipe catalogue, etc.).

When you want to display vitality, the inventory list, the active quests, etc.

Exposes the read value through the data ports of the source (current/max for stats, items/count for lists, etc.).
Available options
  • What to read Pick the source (player or project catalogue) and which one.
19
Calculation

Performs a maths operation between two values: add, subtract, multiply, divide…

When you want vitality / 10 to get the number of hearts to display.

Returns the result through the data port `value`.
Available options
  • Operation Add, subtract, multiply, divide, min, max, abs, floor, ceil, round.
20
Compose a text

Builds a text from several parts: fixed pieces and live values mixed.

When you want 'Vitality: 80 / 100' with the live numbers inside.

Returns the assembled string through the data port `value`.
Available options
  • Parts Add fixed text or wire a live value for each piece, in order.