hyperfy-dialog
v1.0.4
Published
This schema defines the structure for creating a dialog flow in a text-based game. The conversation is broken down into a series of views, with each view containing a main text box and options for the player to choose from.
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Hyperfy Schema for Dialog Flow
This schema defines the structure for creating a dialog flow in a text-based game. The conversation is broken down into a series of views, with each view containing a main text box and options for the player to choose from.
Schema Definition
Schema = {
id: String
origin: String
views: {
[name]: View
}
}
Schema Fields
id
: A unique identifier for the dialog flow. This can be used to store and retrieve the conversation history for a particular NPC or character.origin
: The name of the view that the conversation should start from. views: An object containing all the views in the conversation flow, where each view is identified by a unique name.
View Definition
View = {
text: String
event: String
origin: String
goto: String
options: [...Option]
}
View Fields
text
: The text to display in the main box of the view. Note that space is limited, so the text should be concise and to the point.event
: The event to emit when this view is shown. This can be used to trigger custom logic or actions when the view is displayed.origin
: The name of the view that the player will return to if they leave the conversation and come back later.goto
: The name of the next view to go to when the player clicks on the dialog box. This is usually set to the name of the next view in the conversation flow.options
: An array of options that the player can choose from. Each option is defined using the Option schema.
Option Definition
Option = {
require: String
text: String
event: String
origin: String
goto: String
}
Option Fields
require
: An optional key that is needed to show this option. This can be used to conditionally show or hide options based on the state of the game or the player's choices.text
: The text to display on the button for this option. Again, space is limited, so keep the text short and to the point.event
: The event to emit when the player clicks on this option. This can be used to trigger custom logic or actions.origin
: The name of the view that the player will return to if they leave the conversation and come back later.goto
: The name of the next view to go to when the player clicks on this option. This is usually set to the name of the next view in the