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DialogModule.ForceDialog(speakerId, listenerId)
speakerId: A string representing the UUID of the speakerlistenerId: A string representing the UUID of the listenernil
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local isDialogInterruptible = DialogModule.IsDialogInterruptibleByPlayer(soulId)
soulId: A string representing the UUID of the soul
boolean
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local isSequenceAvailable = DialogModule.IsSequenceAvailable(sequenceId)
sequenceId: A number indicating the ID of the sequence
boolean
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local isSoulInDialog = DialogModule.IsSoulInDialog(soulId)
soulId: A string representing the UUID of the soul
boolean
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DialogModule.ResetHaveDialogCache()
nil
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DialogModule.ResetSequenceTimer(sequenceId)
sequenceId: A number indicating the ID of the sequence
nil
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DialogModule.SetAIInteractionState(soulId, state)
soulId: A string representing the UUID of the soulstate: An boolean determining the interaction statenil
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DialogModule.StartMonolog(speakerId, topicId)
speakerId: An string representing the UUID of the speakertopicId: A number indicating the ID of the topicnil