Generate a seeded NPC dialogue tree with greetings, player choices, conditional branches, responses, outcomes, and engine-neutral JSON.
Each tree contains stable node IDs, NPC lines, player choices, optional conditions, resulting flags, outcomes, and links to the next response node.
Branch count controls choices per decision node, while depth controls how many decision layers may appear. Safety limits prevent excessively large trees.
Yes. Generated choices may include example conditions and flag outcomes that can be renamed to match your quest, reputation, inventory, or relationship systems.
Yes. Personality and tone influence greetings, phrasing, reactions, and closing responses while the selected topic anchors the conversation.
The schema is engine-neutral rather than engine-specific. You can adapt its nodes and choice links to your dialogue runtime or editor.