MetaData (language and reading direction), Aliases (reusable text snippets), and Dialogue (the actual nodes). Files live under Resources/{languageEnglishName}/{folderName}/{langCode}.{fileName}.yaml.
A complete file
Top-Level Blocks
MetaData
Language and reading direction for the file. Used by Parley at load time and and used for UI layout decisions.LanguageID
required
The language this file is authored in. See LanguageID.
TextDirection
required
Reading direction.
LTR or RTL. See TextDirection.Aliases
Reusable text snippets, organized asalias → key → value. Anywhere in dialogue text you write @alias.key, the value is substituted at load time. Useful for character names, titles, or any string you want to change in one place.
Aliases resolve into Speaker, Text, and choice Text fields. Other fields (NextNode, flag names, etc.) are not alias-resolved.
Example
Dialogue
The conversation itself — a map of node IDs to nodes. Node IDs are arbitrary strings you reference viaNextNode, TrueNode, and FalseNode. The first node in the map is where the conversation starts.
Example
Node Types
Every node uses the same underlying schema — the fields you populate determine what kind of node it acts as at runtime.Dialogue Node
Spoken dialogue. The most common node type.string
required
Who’s talking.
string
How they feel.
string
required
What they say.
string
Node to advance to. Omit to end the conversation.
list of strings
Flags to set when this node plays.
A node’s name can be any string such as “node_3” or “help”.
Set Flags Node
A node that hanldes and sets all the flags you need, useful after a node that can’t set its own flags like the Branch Node.list of strings
Flags to set when this node plays.
string
required
Node to advance to when this choice is picked.
Choice Node
A dialogue node that presents the player with options. Same as a Dialogue Node but with aChoices list. When Choices is populated, NextNode on the parent is ignored and is prefered to not be set as it is semantically incorrent. The player’s selection determines the next node.
string
required
Who’s prompting the choice.
string
How they feel.
string
required
The prompt itself.
list of choices
required
Branch Node
A utility node that routes to one of two targets based on flag state. Branch nodes have no speaker or text. They’re invisible at runtime, used for control flow. WhenCheckFlags is populated, the node evaluates: if every listed flag is set, it routes to TrueNode; otherwise FalseNode.
list of strings
required
Flags that must all be set for the True branch.
string
required
Node to advance to when all flags are set.
string
required
Node to advance to otherwise.
FalseNode back to an earlier node in the conversation to create a loop.