1.0.4 • Published 1 year ago

hyperfy-dialog v1.0.4

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Last release
1 year ago

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
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