Dialogue check
Your AI walks every way through a conversation and finds lines nobody will ever hear, talks with no way out, and answers that lead nowhere. It also notices when a player runs out of things to say, because some options can only be picked once.
When you need it
For any conversation with choices, above all with questions that disappear after being asked or answers that depend on what the player did before. The plain report gives the exact path of lines to each problem, as proof you can read through yourself.
Say this to your AI
Use the dialogue check from Spielerando on my innkeeper conversation. Find out whether a player can get stuck or run out of options, and show me the exact path to any problem.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP
Settings
- maxStates (100000): The walk stops after this many different situations. The report says if that happened, and then it only speaks for what was walked.
Your AI gets the code
The finished code and math come through the Spielerando connection, so your AI can use them right away. Connect your AI
Common questions
how do i test a dialogue tree
Have your AI walk every route through the talk, remembering which options were used up and what the player has done. The report lists every line that is never heard and every route that leaves the player stuck.
why can my player not leave the conversation
Usually the way out sits behind a condition, or the last option was one that can only be picked once. The report shows the exact route into the trap, so you can see where the way out went missing.
how do i check dialogue that depends on what happened earlier in the game
List the facts that are set elsewhere in the game. Each one is tried both on and off, and the report says which were on when a problem showed up.