Loreline Base interface to hold loreline values. This interface allows to map loreline object fields to game-specific objects. Called when the object has been created from an interpreter The interpreter instance Get the value associated to the given field key The interpreter instance The field key The value associated with the key Set the value associated to the given field key The interpreter instance The field key The value to set Remove the field associated to the given key The interpreter instance The field key to remove True if the key was found and removed, false otherwise Check if a value exists for the given key The interpreter instance The field key to check True if the key exists, false otherwise Get all the fields of this object The interpreter instance An array of field keys Main interpreter class for Loreline scripts. This class is responsible for executing a parsed Loreline script, managing the runtime state, and interacting with the host application through handler functions. Represents a tag in text content, which can be used for styling or other purposes. Whether this is a closing tag. The value or name of the tag. The offset in the text where this tag appears. Represents a choice option presented to the user. The text of the choice option. Any tags associated with the choice text. Whether this choice option is currently enabled. Delegate type for functions that can be called from the script. The interpreter instance Arguments passed to the function The result of the function Callback type for dialogue continuation. Contains information about a dialogue to be displayed to the user. The interpreter instance. The character speaking (null for narrator text). The text content to display. Any tags in the text. Function to call when the text has been displayed. Handler type for text output with callback. This is called when the script needs to display text to the user. A Dialogue structure containing all necessary information Callback type for choice selection. The index of the selected choice Contains information about choices to be presented to the user. The interpreter instance. The available choice options. Function to call with the index of the selected choice. Handler type for choice presentation with callback. This is called when the script needs to present choices to the user. A Choice structure containing all necessary information A custom instanciator to create fields objects. The interpreter related to this object creation The expected type of the object, if there is any known The associated node in the script, if any Contains information about the script execution completion. The interpreter instance. Retrieve default interpreter options Optional map of additional functions to make available to the script Tells whether access is strict or not. If set to true, trying to read or write an undefined variable will throw an error. A custom instantiator to create fields objects. Optional translations map for localization. Built from a parsed translation file using Engine.ExtractTranslations(). Handler type to be called when the execution finishes. A Finish structure containing the interpreter instance The underlying runtime interpreter instance. Creates a new Loreline script interpreter. The parsed script to execute Function to call when displaying dialogue text Function to call when presenting choices Function to call when execution finishes Creates a new Loreline script interpreter. The parsed script to execute Function to call when displaying dialogue text Function to call when presenting choices Function to call when execution finishes Additional options Starts script execution from the beginning or a specific beat. Optional name of the beat to start from. If null, execution starts from the first beat or a beat named "_" if it exists. Thrown if the specified beat doesn't exist or if no beats are found in the script Saves the current state of the interpreter. This includes all state variables, character states, and execution stack, allowing execution to be resumed later from the exact same point. A JSON string containing the serialized state Restores the interpreter state from a previously saved state. This allows resuming execution from a previously saved state. The JSON string containing the serialized state Thrown if the save data version is incompatible Resumes execution after restoring state. This should be called after Restore() to continue execution. Gets a character by name. The name of the character to get The character's fields or null if the character doesn't exist Gets a specific field of a character. The name of the character The name of the field to get The field value or null if the character or field doesn't exist The main public API for Loreline runtime. Provides easy access to the core functionality for parsing and running Loreline scripts. Parses the given text input and creates an executable instance from it. This is the first step in working with a Loreline script. The returned object can then be passed to methods Play() or Resume(). The Loreline script content as a string (.lor format) (optional) The file path of the input being parsed. If provided, requires `handleFile` as well. (optional) A file handler to read imports. If that handler is asynchronous, then `parse()` method will return null and `callback` argument should be used to get the final script If provided, will be called with the resulting script as argument. Mostly useful when reading file imports asynchronously The parsed script as an AST instance (if loaded synchronously) Thrown if the script contains syntax errors or other parsing issues Starts playing a Loreline script from the beginning or a specific beat. This function takes care of initializing the interpreter and starting execution immediately. You'll need to provide handlers for dialogues, choices, and script completion. The parsed script (result from ) Function called when dialogue text should be displayed Function called when player needs to make a choice Function called when script execution completes Name of a specific beat to start from (defaults to first beat) The interpreter instance that is running the script Starts playing a Loreline script from the beginning or a specific beat. This function takes care of initializing the interpreter and starting execution immediately. You'll need to provide handlers for dialogues, choices, and script completion. The parsed script (result from ) Function called when dialogue text should be displayed Function called when player needs to make a choice Function called when script execution completes Additional options The interpreter instance that is running the script Starts playing a Loreline script from the beginning or a specific beat. This function takes care of initializing the interpreter and starting execution immediately. You'll need to provide handlers for dialogues, choices, and script completion. The parsed script (result from ) Function called when dialogue text should be displayed Function called when player needs to make a choice Function called when script execution completes Name of a specific beat to start from (defaults to first beat) Additional options The interpreter instance that is running the script Resumes a previously saved Loreline script from its saved state. This allows you to continue a story from the exact point where it was saved, restoring all state variables, choices, and player progress. The parsed script (result from ) Function called when dialogue text should be displayed Function called when player needs to make a choice Function called when script execution completes The saved game data (typically from ) Optional beat name to override where to resume from The interpreter instance that is running the script Resumes a previously saved Loreline script from its saved state. This allows you to continue a story from the exact point where it was saved, restoring all state variables, choices, and player progress. The parsed script (result from ) Function called when dialogue text should be displayed Function called when player needs to make a choice Function called when script execution completes The saved game data (typically from ) Additional options The interpreter instance that is running the script Resumes a previously saved Loreline script from its saved state. This allows you to continue a story from the exact point where it was saved, restoring all state variables, choices, and player progress. The parsed script (result from ) Function called when dialogue text should be displayed Function called when player needs to make a choice Function called when script execution completes The saved game data (typically from ) Optional beat name to override where to resume from Additional options The interpreter instance that is running the script Extracts translations from a parsed translation script. Given a translation file parsed with , this returns a translations map that can be passed as to Play() or Resume(). The parsed translation script (result from on a .XX.lor file) A translations object to pass as Prints a parsed script back into Loreline source code. The parsed script (result from ) The indentation string to use (defaults to two spaces) The newline string to use (defaults to "\n") The printed source code as a string Represents a node in a Loreline AST. The underlying runtime node instance. The type of the node as string The id of this node (should be unique within a single script hierarchy) Converts the node to a JSON representation. This can be used for debugging or serialization purposes. Whether to format the JSON with indentation and line breaks A JSON string representation of the node Represents the root node of a Loreline script AST. The underlying runtime script instance. Creates a new Script instance with the provided runtime script. The parsed runtime script to wrap