Dialogue Schema

Type: string

The name of the character, used for the interaction prompt. Set to SIGN for the prompt "Read", or RECORDING for "Play Recording"

Appears One To Many Times
Type: DialogueNode

The different nodes of this dialogue tree

Type: string

The name of this dialogue node

Appears Zero To Many Times
Type: string

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

Appears Zero To One Time
Type: empty

When used with multiple Dialogues, the node will choose a random one to show

Appears One To Many Times
Type: Dialogue

The dialogue to show to the player

Appears One To Many Times
Type: string

A page of dialogue to show to the player

Appears Zero To One Time
Type: DialogueOptionsList

A list of options to show to the player once the character is done talking

Appears One To Many Times
Type: DialogueOption

Options the player can select from

Appears Zero To Many Times
Type: string

Require a persistent condition to be met to show this option

Appears Zero To Many Times
Type: string

Hide this option if a persistent condition has been met

Appears Zero To Many Times
Type: string

Require a (single-loop) condition to be met to show this option

Appears Zero To Many Times
Type: string

Hide this option if a (single-loop) condition has been met

Appears Zero To Many Times
Type: string

Require a ship log fact to be known to show this option

Type: string

The text to show for this option

Appears Zero To Many Times
Type: string

Set a condition when this option is chosen

Appears Zero To Many Times
Type: string

Cancel a condition when this option is chosen

Appears Zero To One Time
Type: string

The name of the DialogueNode to go to when this option is selected

Appears Zero To One Time
Type: RevealFacts

Facts to reveal when the player goes through this dialogue node

Appears One To Many Times
Type: string

The ID of a fact to reveal

Appears Zero To Many Times
Type: string

Set a new condition that will only last for the current loop

Appears Zero To Many Times
Type: string

Set a new persistent condition that will last indefinitely in the current save, unless cancelled or deleted

Appears Zero To Many Times
Type: string

A ship log fact that must be revealed in order to proceed to the DialogueTarget

Appears Zero To One Time
Type: string

The name of the DialogueNode to go to after this node. Mutually exclusive with DialogueOptionsList here