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ED5 Dialogue - Branching Conversation Engine for RPG Maker MZ and MV

ED5_Dialogue brings deep, story-rich conversations to RPG Maker. Define branching trees of nodes with speaker portraits, typewriter text, and player choices — each gated by real game conditions and driving real game actions. Persuade, intimidate, or barter your way through skill checks with live success percentages. Render through a fully-skinnable custom HTML overlay, or route straight through the default RPG Maker message window with a single parameter toggle. Compatible with RPG Maker MZ and MV.

Version: 1.0.0 | Engine: RPG Maker MZ + MV | Author: ED5 (ChigooX)

Key Features

Branching Dialogue Trees
Conversations are structured as trees of nodes. Each node has a speaker, portrait, body text, choices, and a next target — forming complex multi-path narratives. Define trees in plugin parameters as structs, from event notetags with , or dynamically via script at runtime.
Rich Conditions System
Gate nodes and individual choices with real game data: game switches and variables, party gold and items, reputation with named factions, Skyrim-style skill levels, quest status, crime bounty, time of day, persistent dialogue flags, and seen-node history. All conditions are plain strings — no eval, no code injection.
Rich Actions System
Trigger real game effects when entering a node or selecting a choice: set switches and variables, give or remove items and gold, change faction reputation, start or advance quests, reserve common events, add bounty, open economy shops, play SEs and MEs, change portrait emotion glyphs, and write persistent dialogue flags — all from the same string syntax used in conditions.
Persuade / Intimidate / Barter Skill Checks
Attach a skill check to any choice. The button shows a live success percentage colored green, yellow, or red by odds. On confirm, the plugin rolls against the computed chance — factoring in base chance, mapped skill level (Speech by default), faction reputation weighting, and a configurable difficulty curve (linear / soft / harsh) — then branches to a success or fail node. Every check awards skill EXP.
Portraits, Typewriter, and Backlog
Display face sheet crops (face:Actor1,0), picture busts, or bare filenames on the left or right side of the dialogue box. Text types out character by character at a configurable speed with an optional per-letter tick SE. A built-in backlog overlay lets players review every line of the current conversation at any time.
Custom HTML Box vs Default Message Window
By default ED5_Dialogue renders through its own fixed-position HTML overlay with its own stylesheet — no window skin required. Set useDefaultMessageWindow to true and every node routes through $gameMessage instead, integrating with any existing window-skin workflow. Skill-check percentages, success, and fail results are displayed inline as colored message lines in that mode.
Full UI Theming via CSS Variables
Every color, font, size, radius, opacity, position, and layout option maps to a CSS custom property (--ed5dlg-*) set on the overlay root. Change any value in plugin parameters to restyle the box without touching code. Call ED5.Dialogue.setTheme({...}) at runtime to re-skin the box live mid-session — no reload needed. Box position (bottom / middle / top), width, height, portrait size, choice layout (vertical / horizontal), background image, and UI scale are all exposed.

Notetag Reference

Event Notetags & Comments
— Trigger tree treeId when the player interacts with this event (requires autoInteract enabled, the default). Works in the event's note field and in page comment commands.

Plugin Commands

startDialogue Start a registered tree by its ID
stopDialogue Force-close the active conversation immediately
runNode Jump directly to a specific node inside a tree
registerTree (JSON) Add or replace a tree at runtime from a JSON string
setFlag Write a persistent dialogue flag by key and value

Script API Highlights

ED5.Dialogue.start('treeId') // begin a conversation
ED5.Dialogue.start('treeId', { node: 'nodeId', onEnd: fn }) // start at a specific node with callback
ED5.Dialogue.stop() // force-close active conversation
ED5.Dialogue.isActive() // returns true while a conversation is running
ED5.Dialogue.runNode('treeId', 'nodeId') // jump straight to any node
ED5.Dialogue.registerTree(obj) // add/replace a tree at runtime
ED5.Dialogue.setTheme({ boxColor: '#000', nameColor: '#ffd700' }) // re-skin live
ED5.Dialogue.hasSeen('treeId', 'nodeId') // check persistent seen-node history
ED5.Dialogue.getFlag('key') // read a persistent dialogue flag
ED5.Dialogue.setFlag('key', 'value') // write a persistent dialogue flag
ED5.Dialogue.computeChance({ skill: 'speech', difficulty: 30 }) // preview a skill-check %
ED5.Dialogue.getTrees() // inspect the full tree registry

Works Great With

ED5_Dialogue is fully standalone — every cross-plugin call is guarded and degrades gracefully when a sibling is absent. When the plugins below are present, the system unlocks additional functionality automatically with no extra configuration.

ED5_Reputation — Gate dialogue on faction standing, use rep rank as a condition, apply rep changes as actions, and let reputation nudge skill-check odds.

ED5_SkyrimSkillLeveling — Pull live skill levels into skill-check chance calculations and award EXP to mapped skills on every persuade / intimidate / barter roll.

ED5_QuestJournal — Check quest status as a condition and start, advance, complete, or fail quests as dialogue actions.

ED5_Crime — Gate choices on faction bounty values and add bounty as a consequence of dialogue decisions.

ED5_Economy — Open a registered shop directly from a dialogue action to sell goods mid-conversation.

ED5_TimeSeasonsWeather — Restrict dialogue nodes and choices by in-game hour; absent nodes pass freely when TSW is not installed.

ED5 Ultimate ABS — Freezes the ABS engine automatically while a conversation is active and resumes it cleanly on close.

Quick Start

Step 1: Install ED5_Dialogue.js in your js/plugins/ folder and enable it in the plugin manager.
Step 2: Define a tree in the Dialogue Trees plugin parameter. Give it an id, set start to start, and paste a JSON node array into the nodes field. An example tree (example_villager) ships with the plugin for reference.
Step 3: Open an NPC event and add the notetag . With autoInteract on (the default), talking to the event automatically launches the conversation — no plugin command needed.
Step 4: Customize the appearance in plugin parameters — box color, font, portrait size, position, and more — or call ED5.Dialogue.setTheme({...}) from a script command to re-skin at runtime.

Terms of Use

  • Free for use in commercial and non-commercial RPG Maker projects
  • Credit ED5 (ChigooX) in your game credits
  • Do not redistribute or resell this plugin
  • Do not claim this plugin as your own

ED5 (ChigooX)

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(c) 2026 ED5 (ChigooX). All rights reserved.

Updated 1 day ago
Published 8 days ago
StatusReleased
AuthorChigooX
AI DisclosureAI Assisted

Purchase

Get this game and 6 more for $39.99 USD
View bundle
Buy Now
On Sale!
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$9.99 $7.99 USD or more

In order to download this game you must purchase it at or above the minimum price of $7.99 USD. You will get access to the following files:

ED5_Dialogue.js 83 kB
ed5-dialogue-plugin-plugin.zip 23 kB
Version 1.0.0

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