Dialogue Schema
The name of the character, used for the interaction prompt. Set to SIGN
for the prompt "Read", or RECORDING
for "Play Recording"
The different nodes of this dialogue tree
The name of this dialogue node
The condition that needs to be met in order for the dialogue to begin at this node. There must be one node that has a value of DEFAULT
When used with multiple Dialogues, the node will choose a random one to show
The dialogue to show to the player
A page of dialogue to show to the player
A list of options to show to the player once the character is done talking
Options the player can select from
Require a persistent condition to be met to show this option
Hide this option if a persistent condition has been met
Require a (single-loop) condition to be met to show this option
Hide this option if a (single-loop) condition has been met
Require a ship log fact to be known to show this option
The text to show for this option
Set a condition when this option is chosen
Cancel a condition when this option is chosen
The name of the DialogueNode
to go to when this option is selected
Facts to reveal when the player goes through this dialogue node
The ID of a fact to reveal
Set a new condition that will only last for the current loop
Set a new persistent condition that will last indefinitely in the current save, unless cancelled or deleted
A ship log fact that must be revealed in order to proceed to the DialogueTarget
The name of the DialogueNode
to go to after this node. Mutually exclusive with DialogueOptionsList
here