dialog/schema/builtin/text = Line dialog/schema/builtin/text_desc = A dialog line; the locale key is optional dialog/schema/field/text = Text dialog/schema/field/locale_key = Locale key dialog/schema/builtin/ptext = Narration dialog/schema/builtin/ptext_desc = The narrator text, fills ${var} dialog/schema/builtin/flag = Story flag dialog/schema/builtin/flag_desc = A saved mark that conditions react to dialog/schema/field/flag = Flag dialog/schema/field/value = Value dialog/schema/builtin/switch_scene = Switch scene dialog/schema/builtin/switch_scene_desc = A novel scene or a map — a map is a scene too dialog/schema/field/scene = Scene dialog/schema/builtin/goto = Go to a label dialog/schema/builtin/goto_desc = An unconditional jump dialog/schema/field/label = Label dialog/schema/builtin/end = End the dialog dialog/schema/builtin/end_desc = Closes the dialog box dialog/schema/checks/when = When — jump dialog/schema/checks/when_desc = A conditional jump on the shared condition language: flags, quests, stats, gear dialog/schema/checks/arrow_true = When true, go to dialog/schema/field/condition = Condition dialog/schema/field/else = Else label dialog/schema/builtin/select = Choice dialog/schema/builtin/select_desc = The question before the answers; option lines follow dialog/schema/builtin/option = Answer dialog/schema/builtin/option_desc = An answer and the label it leads to; with a condition it is shown only while it holds dialog/schema/field/option_if = Show if dialog/schema/builtin/option_if_desc = For example archetype(rogue) or "stat(cha) >= 5"; empty — always dialog/schema/builtin/set = Set variable dialog/schema/builtin/set_desc = Store a literal string (name value); name=expression calculates a numeric value. dialog/schema/builtin/cset = Calculate variable dialog/schema/builtin/cset_desc = Calculate a numeric expression at execution; also accepts name=expression. dialog/schema/field/variable = Variable dialog/schema/field/expression = Numeric expression