entity_dialogue-1.9.0.jar
Curse Maven Snippet
What's new
中文 — 1.9.0 更新内容(自 1.0.0 起)
这是一次大更新:Entity Dialogue 从"对话系统"长成了一套完整的跑团工具箱。 如果你玩过 1.0.0,下面几乎全是新的。
现在是完整中英双语
界面、命令回执、报错与校验提示、AI 提示词、内置剧本全部提供中英两套,并跟随游戏语言(选项 → 语言)自动切换
NPC、主持人以及 AI 的回复语言也会跟着切换
指令关键字中英都认([act:jump] 与 [act:跳跃] 等效),作者用哪种语言写的对话树/剧本都能共用
技能名支持跨语言匹配:英文剧本里的 Spot Hidden 能找到中文角色卡上的「侦查」
可以召唤的主持人(DM)
新增主持人召唤器(4 圆石,2×2 背包格内合成),右键召唤或挪动 DM——悦灵外观的主持人实体
32 格内的玩家自动获得角色卡、历史记录本与骰子手册
DM 身份固定:它对你这群人的记忆跨召唤连续
骰子与完整判定闭环
新增实体骰子 d4/d6/d8/d10(掷出有演出);大骰子用现有骰子组合(d100=2×d10、d20=d6+d10)
表达式引擎:支持 1d3、2d10+5、d100<=65、SC 1/1d3 等
自动结算:发起判定 → 你掷骰 → 系统结算并把结果交给 DM,DM 自己接着讲故事,不用你报点数
新增骰子手册物品,解释规则与骰子组合
角色卡
新增全屏角色卡界面:八项属性、HP/SAN、技能表、背景故事、头像
按玩家、按世界存档;技能值就是判定的目标值
记忆、好感度与历史
每个 NPC 对每个玩家保留独立记忆与好感度(敌对 → 亲密)
记忆由 AI 定期总结,长会话也不会前后矛盾
新增历史记录本:按 NPC 分组回看聊过什么,带时间戳
跑团剧本
新增剧本系统:地点、可调查物件、判定条目的成功/失败文本、NPC、全局规则、结局
内置一部样例剧本,首次启动自动复制到配置目录
剧本进度随世界存档,进服或重新召唤 DM 时自动恢复;也可手动保存/恢复
场景与建筑
低精度程序化场景生成:森林、废墟、祭坛、营地
精确建筑放置:支持旋转与自动贴地
建筑导入支持 4 种格式:原版 .nbt、Sponge .schematic、WorldEdit .schem、Litematica .litematic;配置目录首次启动自动创建,并各带一个样例文件
体验与修复
新增可选的指令回显:能看到 AI 正在下发什么指令
修复:AI 模式下右键村民会弹出原版交易界面(连按两下也会)
修复:历史记录界面现在可读——自动换行、剥离隐藏指令、说话人重标
修复:跑团进度原来只在后台默默写盘,现在会明确显示
修复:和主持人对话时可能出现的崩溃
English — What's new in 1.9.0
This is a large update: Entity Dialogue grew from a dialogue system into a full tabletop toolkit. If you tried 1.0.0, almost everything below is new.
Now fully bilingual (English / Chinese)
The interface, every command message, error and validation messages, the AI prompts and the bundled example scenario all ship in both English and Simplified Chinese, and follow your game's language setting (Options → Language) automatically.
NPCs, the Dungeon Master and the AI replies also switch language with the game.
Command keywords are accepted in both languages ([act:jump] and [act:跳跃] are equivalent), so shared dialogue trees and scenarios keep working regardless of which language the author used.
Skill names are matched across languages: an English scenario check for Spot Hidden finds the skill on a Chinese character sheet.
A Dungeon Master you can summon
New item DM Summoner (four cobblestone, crafted in your 2×2 grid). Right-click to summon or move the Dungeon Master — an allay-styled entity that hosts your session.
Everyone within 32 blocks automatically receives a character card, a history book and a dice manual.
The DM's identity is stable: its memory of your group persists across re-summons.
Dice and a complete judgement loop
New physical dice items: d4, d6, d8, d10 with animated rolls. Larger dice are rolled as combinations of the dice you own (d100 = two d10, d20 = d6 + d10).
Expression engine supporting 1d3, 2d10+5, d100<=65, SC 1/1d3 and more.
Automatic resolution: a check is requested, you roll, the result is resolved and handed back to the DM, which keeps narrating on its own. No more typing your numbers into chat.
Added a dice manual item explaining the rules and dice combinations.
Character cards
New full-screen character card UI: eight stats, HP/SAN, skill list, background story and portrait.
Cards are saved per player and per world, and skill values become the target numbers for checks.
Memory, affinity and history
Every NPC keeps a separate memory of each player, including an affinity level from hostile to close.
Memories are periodically summarized by the AI so long sessions stay coherent.
New history book item: review past conversations grouped by NPC, with timestamps.
Scenarios (tabletop adventures)
A scenario system: locations, examinable objects, pre-written success/failure text for checks, NPCs, global rules and endings.
One sample scenario is bundled and copied into your config folder on first launch.
Scenario progress is saved with your world and restored when you log in or re-summon the DM. Manual save/restore commands are also available.
Scenes and structures
Low-precision procedural scene generation: forest, ruins, altar and camp, generated around the player.
Precise structure placement with rotation and automatic ground snapping.
Structure import in four formats: vanilla .nbt, Sponge .schematic, WorldEdit .schem and Litematica .litematic. The config folder is created automatically on first launch and comes with one sample of each format.
Quality of life and fixes
Optional command echo so you can see the commands the AI issues while it plays.
Fixed: right-clicking a villager in AI mode could open the vanilla trade screen (also when double-clicking).
Fixed: the history screen is now readable — auto-wrapped, hidden commands stripped, speakers relabeled.
Fixed: scenario/quest progress is now visible instead of being written silently to disk.
Fixed: crashes that could occur while talking to the Dungeon Master.
All Relations
- All Relations
- Embedded Library
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