# DLG v1 (all games)

Sorted alphabetically (sort by order in the file)

Transitions occur as child headers of states ('state_trans').

Think hard about whether you really need to use struct here, or whether you'd be better off with WEIDU's core features!

## Main Header

Standard keys

Key | Type
--- | ---
enemy_if_interrupted | Boolean
escape_if_interrupted | Boolean
no_action_if_interrupted | Boolean

## State (state)

Standard keys

Key | Type
--- | ---
text | Strref
trigger | String (variable length)

## Transition (trans)

Transitions occur as child headers of states ('state_trans').

Standard keys

Key | Type
--- | ---
action | String (variable length)
associated_action | Boolean
associated_journal_entry | Boolean
associated_text | Boolean
associated_trigger | Boolean
clear_actions | Boolean
ends_dialog | Boolean
execute_scripts_immediately | Boolean
interrupt | Boolean
journal | Boolean
journal_text | Strref
next_dialog | String (8 bytes)
next_dialog_state | Integer
solved_quest | Boolean
text | Strref
trigger | String (variable length)
unsolved_quest | Boolean