An effect_on_condition is an object allowing the combination of dialog conditions and effects with their usage outside of a dialog. When invoked, they will test their condition; on a pass, they will cause their effect. They can be activated automatically with any given frequency. (Note: effect_on_conditions use the npc dialog conditions and effects syntax, which allows checking related to, or targeting an effect at, an npc (for example: npc_has_trait
). Using these commands in an effect_on_condition is not supported.)
Identifier | Type | Description |
---|---|---|
recurrence |
int or variable object or array | The effect_on_condition is automatically invoked (activated) with this many seconds in-between. If it is an object it must have strings name , type , and context . default can be either an int or a string describing a time span. global is an optional bool (default false), if it is true the variable used will always be from the player character rather than the target of the dialog. If it is an array it must have two values which are either ints or variable_objects. |
condition |
condition | The condition(s) under which this effect_on_condition, upon activation, will cause its effect. See the "Dialogue conditions" section of NPCs for the full syntax. |
deactivate_condition |
condition | optional When an effect_on_condition is automatically activated (invoked) and fails its condition(s), deactivate_condition will be tested if it exists and there is no false_effect entry. If it returns true, this effect_on_condition will no longer be invoked automatically every recurrence seconds. Whenever the player/npc gains/loses a trait or bionic all deactivated effect_on_conditions will have deactivate_condition run; on a return of false, the effect_on_condition will start being run again. This is to allow adding effect_on_conditions for specific traits or bionics that don't waste time running when you don't have the target bionic/trait. See the "Dialogue conditions" section of NPCs for the full syntax. |
required_event |
cata_event | The event that when it triggers, this EOC does as well. Only relevant for an EVENT type EOC. |
effect |
effect | The effect(s) caused if condition returns true upon activation. See the "Dialogue Effects" section of NPCs for the full syntax. |
false_effect |
effect | The effect(s) caused if condition returns false upon activation. See the "Dialogue Effects" section of NPCs for the full syntax. |
global |
bool | If this is true, this recurring eoc will be run on the player and every npc from a global queue. Deactivate conditions will work based on the avatar. If it is false the avatar and every character will have their own copy and their own deactivated list. Defaults to false. |
run_for_npcs |
bool | Can only be true if global is true. If false the EOC will only be run against the avatar. If true the eoc will be run against the avatar and all npcs. Defaults to false. |
EOC_TYPE |
string | Can be one of ACTIVATION , RECURRING , SCENARIO_SPECIFIC , AVATAR_DEATH , NPC_DEATH , OM_MOVE , PREVENT_DEATH , EVENT (see details below). It defaults to ACTIVATION unless recurrence is provided in which case it defaults to RECURRING . |
EOC_TYPE
can be any of:
ACTIVATION
- activated manually.RECURRING
- activated automatically on schedule (seerecurrence
)SCENARIO_SPECIFIC
- automatically invoked once on scenario start.AVATAR_DEATH
- automatically invoked whenever the current avatar dies (it will be run with the avatar asu
), if after it the player is no longer dead they will not die, if there are multiple EOCs they all be run until the player is not dead.NPC_DEATH
- EOCs can only be assigned to run on the death of an npc, in which case u will be the dying npc and npc will be the killer. If after it npc is no longer dead they will not die, if there are multiple they all be run until npc is not dead.OM_MOVE
- EOCs trigger when the player moves overmap tilesPREVENT_DEATH
- whenever the current avatar dies it will be run with the avatar asu
, if after it the player is no longer dead they will not die, if there are multiple they all be run until the player is not dead.EVENT
- EOCs trigger when a specific event given by "required_event" takes place.
Talker, in context of effect on condition, is any entity, that can use specific effect or be checked against specific condition. Some effects and conditions don't have talker whatsoever, so any entity can use it (like mapgen_update
effect can be used no matter is it used by player, NPC, monster or item), other has only one talker (aka alpha talker, aka u_
) - the entity that call the effect or check (like u_know_recipe
or u_has_mission
), and the third has two talkers - alpha and beta (aka u_
and npc_
), which allow to check both you and your interlocutor (or enemy, depending on context)
For example, { "npc_has_effect": "Shadow_Reveal" }
, used by shadow lieutenant, check the player as beta talker, despite the id imply it should be npc_
; This is a legacy of dialogue system, from which EoC was extended, and won't be fixed, since dialogues still use it fully
EOC | Alpha (possible types) | Beta (possible types) |
---|---|---|
Talk with NPC | player (Avatar) | NPC (NPC) |
Talk with monster | player (Avatar) | monster (monster) |
Use computer | player (Avatar) | computer (Furniture) |
furniture: "examine_action" | player (Avatar) | NONE |
SPELL: "effect": "effect_on_condition" | target (Character, Monster) | spell caster (Character, Monster) |
use_action: "type": "effect_on_conditions" | user (Character) | item (item) |
tick_action: "type": "effect_on_conditions" | carrier (Character) | item (item) |
countdown_action: "type": "effect_on_conditions" | carrier (Character) | item (item) |
COMESTIBLE: "consumption_effect_on_conditions" | user (Character) | item (item) |
activity_type: "completion_eoc" | character (Character) | NONE |
activity_type: "do_turn_eoc" | character (Character) | NONE |
addiction_type: "effect_on_condition" | character (Character) | NONE |
bionics: "activated_eocs" | character (Character) | NONE |
bionics: "deactivated_eocs" | character (Character) | NONE |
bionics: "processed_eocs" | character (Character) | NONE |
mutation: "activated_eocs" | character (Character) | NONE |
mutation: "deactivated_eocs" | character (Character) | NONE |
mutation: "processed_eocs" | character (Character) | NONE |
recipe: "result_eocs" | crafter (Character) | NONE |
Effect on Condition uses a huge variety of different values for effects or for conditions to check against, so to standardize it, most of them are explained here
name | description | example |
---|---|---|
simple string | technically lack of any type - you just write a sting, and effect is called or check is performed: "barber_beard", "u_female", "u_is_deaf" | N/A |
int | simple number. Decimals also allowed most of the time | 0 , 10 , -55 , 987 , 0.1 , 0.5 , -0.00001 , 9.87654321 |
string | anything within of quotation marks " , usually id's or plain text: |
"mon_zombie" , "fd_blood" , "just generic text i want to print in message" |
boolean | just boolean | true , false |
duration | string, that contain number and unit of time, that the game code transform into seconds and put into the game. It is possible to use int instead of duration, but it is recommended to use duration for the readability sake. Possible values are s /seconds , m /minutes , h /hours , d /days |
1 , "1 s" , "1 seconds" , "60 minutes" , 3600 , "99 minutes" , "2 d" , "365 days" |
value between two | not a separate format, it means the field can accept two values simultaneously, and pick a random between this two; only values, that uses int can utilize it (int, duration or variable object usually) | [ 1, 10 ] ,[ "30 seconds", "50 seconds" ] ,[ -1, 1 ] ,[ { "global_val": "small_variable" }, { "global_val": "big_variable" } ] ,[ { "global_val": "small_variable" }, 100 ] |
array | not a separate format, it means the field can accept multiple values, and the game either will pick one random between them, or apply all of them simultaneously | [ "Somewhere", "Nowhere", "Everywhere", "Yesterday", "Tomorrow" ] |
variable object | any variable object | { "global_val": "some_value" } ,{ "u_val": "some_personal_value" } ,{ "math": [ "some_value * 5 + 1" ] } |
Variable object is a value, that changes due some conditions. Variable can be int, time, string, arithmetic
/math
expression or value between two. Types of values are:
u_val
- variable, that is stored in this character, and, if player dies, the variable is lost also (despite player can swap to another NPC, for example);npc_val
- variable, that is stored in beta talkerglobal_val
- variable, that is store in the world, and won't be lost until you delete said worldcontext_val
- variable, that was delivered from some another entity; For example, EVENT type EoCs can deliver specific variables contributor can use to perform specific checks:character_casts_spell
event, that is called every time, you guess it, character cast spell, it also store information about spell name, difficulty and damage, so contributor can create a specific negative effect for every spell casted, depending on this values; Generalized EoCs can also create and use context variables; math equivalent is variable name with_
var_val
- var_val is a unique variable object in the fact that it attempts to resolve the variable stored inside a context variable. So if you had
Name | Type | Value |
---|---|---|
ref | context_val | key1 |
ref2 | context_val | u_key2 |
key1 | global_val | SOME TEXT |
key2 | u_val | SOME OTHER TEXT |
- If you access "ref" as a context val it will have the value of "key1", if you access it as a var_val it will have a value of "SOME TEXT".
- If you access "ref2" as a context val it will have the value of "u_key2", if you access it as a var_val it will have a value of "SOME OTHER TEXT".
For example, imagine you have context variable { "context_val": "my_best_spell" }
, and this my_best_gun
variable contain text any_random_gun
; also you have a { "global_val": "any_random_gun" }
, and this any_random_gun
variable happened to contain text ak47
With both of this, you can use effect "u_spawn_item": { "var_val": "my_best_gun" }
, and the game will spawn ak47
, since it is what is stored inside my_best_gun
global variable
The values for var_val use the same syntax for scope that math variables do.
Examples:
you add morale equal to how_good
variable
{ "u_add_morale": "morale_feeling_good", "bonus": { "u_val": "how_good" } }
you add morale random between u_how_good
and u_how_bad
variable
{ "u_add_morale": "morale_feeling_good", "bonus": [ { "u_val": "how_good" }, { "u_val": "how_bad" } ] }
You make sound Wow, your'e smart
equal to beta talker's intelligence
{ "u_make_sound": "Wow, your'e smart", "volume": { "npc_val": "intelligence" } }
you add morale, equal to ps_str
portal storm strength value
{ "u_add_morale": "global_val", "bonus": { "global_val": "ps_str" } }
you add morale, equal to ps_str
portal storm strength value plus 1, using old arithmetic syntax
{ "u_add_morale": "global_val", "bonus": { "arithmetic": [ { "global_val": "ps_str" }, "+", { "const": 1 } ] } }
you add morale, equal to ps_str
portal storm strength value plus 1
{ "u_add_morale": "morale_feeling_good", "bonus": { "math": [ "ps_str + 1" ] } }
Effect on Condition, that is called every time player cast spell, and add thought morale_from_spell_difficulty
with mood bonus equal to spell difficulty, and thought morale_from_spell_damage
with mood bonus equal to damage difficulty
{
"type": "effect_on_condition",
"id": "EOC_morale_from_spell",
"eoc_type": "EVENT",
"required_event": "character_casts_spell",
"effect": [
{ "u_add_morale": "morale_from_spell_difficulty", "bonus": { "context_val": "difficulty" } }
{ "u_add_morale": "morale_from_spell_damage", "bonus": { "math": [ "_damage" ] } }
]
}
TODO: add example of usage context_val
in generalized EoC, and example for var_val
Important to remember that reactivated EOCs currently lose all context variables and conditions. Fixing this is a desired feature.
{
"type": "effect_on_condition",
"id": "test_deactivate",
"recurrence": 1,
"condition": { "u_has_trait": "SPIRITUAL" },
"deactivate_condition": { "not":{ "u_has_trait": "SPIRITUAL" } },
"effect": { "u_add_effect": "infection", "duration": 1 }
},
{
"type": "effect_on_condition",
"id": "test_stats",
"recurrence": [ 1, 10 ],
"condition": { "not": { "u_has_strength": 7 } },
"effect": { "u_add_effect": "infection", "duration": 1 }
}
Dialogue conditions is a way to check is some specific statements are true or false. Conditions can be used both in dialogue with NPC, and in Effect on Conditions. The following keys and strings are available:
Conditions can be combined into blocks using "and"
, "or"
and "not"
"and"
allow to check multiple conditions, and if each of them aretrue
, condition returntrue
, otherwisefalse
"or"
allow to check multiple conditions, and if at least one of them istrue
, condition returntrue
, otherwisefalse
"not"
allow to check only one condition (but this condition could be"and"
or"or"
, that themselves can check multiple conditions), and swap the result of condition: if you gettrue
, the condition returnfalse
Examples:
Checks if weather is lightning, and you have effect narcosis
"condition": { "and": [ { "is_weather": "lightning" }, { "u_has_effect": "narcosis" } ] }
Checks if weather is portal storm or distant portal storm or close portal storm
"condition": { "or": [ { "is_weather": "portal_storm" }, { "is_weather": "distant_portal_storm" }, { "is_weather": "close_portal_storm" } ] }
Checks you are not close to refugee center (at least 4 overmap tiles afar)
"condition": { "not": { "u_near_om_location": "evac_center_18", "range": 4 } }
Checks you don't have any traits from the list
"condition": {
"or": [
{ "not": { "u_has_trait": "HUMAN_ARMS" } },
{ "not": { "u_has_trait": "HUMAN_SKIN" } },
{ "not": { "u_has_trait": "HUMAN_EYES" } },
{ "not": { "u_has_trait": "HUMAN_HANDS" } },
{ "not": { "u_has_trait": "HUMAN_LEGS" } },
{ "not": { "u_has_trait": "HUMAN_MOUTH" } }
]
}
Same as previous, but with different syntax
"condition": {
"not": {
"or": [
{ "u_has_trait": "HUMAN_ARMS" },
{ "u_has_trait": "HUMAN_SKIN" },
{ "u_has_trait": "HUMAN_EYES" },
{ "u_has_trait": "HUMAN_HANDS" },
{ "u_has_trait": "HUMAN_LEGS" },
{ "u_has_trait": "HUMAN_MOUTH" }
]
}
}
Checks there is portal storm and you have MAKAYLA_MUTATOR
mutation and you do not have item with PORTAL_PROOF
flag and you are outside
"condition": {
"and": [
{ "is_weather": "portal_storm" },
{ "u_has_trait": "MAKAYLA_MUTATOR" },
{ "not": { "u_has_worn_with_flag": "PORTAL_PROOF" } },
"u_is_outside"
]
}
- type: simple string
- return true if alpha or beta talker is male or female
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
return true if alpha talker is female
"condition": "npc_female",
u_is_avatar
, u_is_npc
, u_is_character
, u_is_monster
, u_is_item
, u_is_furniture
, npc_is_avatar
, npc_is_npc
, npc_is_character
, npc_is_monster
, npc_is_item
, npc_is_furniture
- type: simple string
- return true if alpha or beta talker is avatar / NPC / character / monster / item /furniture
avatar
is you, player, that control specific NPC (yes, your character is still NPC, you just can control it, as you can control another NPC using faction succession)npc
is any NPC, except Avatarcharacter
is both NPC or Avatar
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
return true if alpha talker is character (avatar or NPC)
"condition": "u_is_character",
- type: string or variable object
- return true if alpha talker stands on specific overmap tile;
FACTION_CAMP_ANY
can be used, that return true if alpha or beta talker stand on faction camp tile;FACTION_CAMP_START
can be used, that return true if alpha or beta talker stand on tile, that can be turned into faction camp
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
return true if alpha talker at the field
{ "u_at_om_location": "field" }
return true if alpha talker at faction camp
{ "u_at_om_location": "FACTION_CAMP_ANY" }
return true if alpha talker at location that can be transformed to faction camp
{ "npc_at_om_location": "FACTION_CAMP_START" }
- type: string or variable object
- check does alpha or beta talker have specific trait/mutation;
_has_trait
checks only 1 trait, when_has_any_trait
check a range, and return true if at least one trait is presented;
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
checks do alpha talker have EAGLEEYED
trait
{ "u_has_trait": "EAGLEEYED" }
using _has_any_trait
with single trait is also possible
{ "u_has_any_trait": [ "EAGLEEYED" ] }
{ "u_has_any_trait": [ "CANINE_EARS", "LUPINE_EARS", "FELINE_EARS", "URSINE_EARS", "ELFA_EARS" ] }
- type: string or variable object
- return true if the alpha or beta talker has a trait/mutation that has any visibility (defined in mutation
visibility
field); probably was designed if alpha or beta talker was able to hide it's mutations, but it's hard to say
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Checks do alpha talker has FEATHERS
mutation
{ "u_has_trait": "FEATHERS" }
- type: string or variable object
- return true if alpha or beta talker has some martial art
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
{ "u_has_martial_art": "style_aikido" }
- type: string or variable object
- return true if alpha or beta talker using the martial art
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
{ "u_using_martial_art": "style_aikido" }
- type: string or variable object
- return true if alpha or beta talker has specific flag; special flag
MUTATION_THRESHOLD
can be used to check do alpha talker has any mutant threshold; for monsters both json flags (applied by effects) and monster flags can be checked
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ❌ | ✔️ |
Alpha talker has GRAB
flag, and beta talker has GRAB_FILTER
flag; monster uses it to perform grabs - the game checks do monster (alpha talker, u_
) has GRAB flag (i.e. able to grab at all), and check is target able to be grabbed using GRAB_FILTER
flag
{ "npc_has_flag": "GRAB_FILTER" }, { "u_has_flag": "GRAB" }
- type: string or variable object
- true if alpha or beta talker has the defined species
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
❌ | ❌ | ❌ | ✔️ | ❌ | ❌ |
alpha talker is SLIME
{ "u_has_species": "SLIME" }
- type: string or variable object
- true if alpha / beta talker monster has the defined bodytype
- for player / NPC return true if bodytype is
human
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
alpha talker has bodytype migo
, and beta has bodytype human
{ "u_bodytype": "migo" }, { "npc_bodytype": "human" }
- type: string
- checks do alpha or beta talker has specific variables, that was added
u_add_var
ornpc_add_var
type
,context
andvalue
of the variable is also required
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
Checks do alpha talker has u_met_sadie
variable
{ "u_has_var": "u_met_sadie", "type": "general", "context": "meeting", "value": "yes" }
- type: array of strings and/or variable object
- return true if each provided variable exist
- return false and create debug error message if check fails
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
checks this var exists
{ "expects_vars": [ "u_met_me", "u_met_you", "u_met_yourself" ] }
- type: int or variable object
- If talker has a stored variable, you can compare it to some value using
op
. - deprecated in favor of math syntax, please do not use it
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
gunsmith_ammo_from
is equal to 545
{ "u_compare_var": "gunsmith_ammo_from", "type": "number", "context": "artisans", "op": "==", "value": 545 }
- type: duration
- Same as
u_compare_var
, allows to check how much time passed since variable with"type": "timer"
was create or updated, using one of==
,!=
,<
,>
,<=
,>=
operators;type
,context
,op
andtime
is required
Checks is RandEnc was added more than 1 hour ago
{ "u_compare_time_since_var": "RandEnc", "type": "timer", "context": "caravan", "op": ">", "time": "1 h" }
- type: pair of strings or variable objects
- Compare two strings, and return true if strings are equal
checks if victim_type
is mon_zombie_phase_shrike
{ "compare_string": [ "mon_zombie_phase_shrike", { "context_val": "victim_type" } ] }
checks is victim_type
has zombie
faction
{ "compare_string": [ "zombie", { "mutator": "mon_faction", "mtype_id": { "context_val": "victim_type" } } ] }
u_has_strength
, npc_has_strength
, u_has_dexterity
, npc_has_dexterity
, u_has_intelligence
, npc_has_intelligence
, u_has_perception
, npc_has_perception
- type: int or variable object
- Return true if alpha or beta talker stat is at least the value or higher
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
True, if alpha talker has str 7 or more
{ "u_has_strength": 7 }
- type: int or variable object
- Return true, if alpha or beta talker HP is value or bigger; additional parameter
bodypart
can be used to check HP of specific body part, otherwise sum of all body parts (or just hp, if monster uses it) is used. Effect checks only current HP, not max HP
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ❌ | ❌ |
Checks does your torso has more than 84 hp
{ "u_has_hp": 84, "bodypart": "torso" }
- type: int or variable object
- return true if alpha or beta talker's body part has temperature higher than value; additional parameter
bodypart
specifies the body part - temperature is written in arbitrary units, described in
weather.h
:Body temperature is measured on a scale of 0u to 10000u, where 10u = 0.02C and 5000u is 37C
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
check is your torso is 37 centigrade
{ "u_has_part_temp": 5000, "bodypart": "torso" }
- type: string or variable object
- return true if item or items are presented in your or NPC inventory;
_has_items
requirecount
orcharges
to define how much copies of items (forcount
) or charges inside item (forcharges
) alpha or beta talker has
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
check do you have a guitar
{ "u_has_item": "guitar" }
check do you have 6 ropes
{ "u_has_items": { "item": "rope_6", "count": 6 } }
- type: string or variable object
- return true if alpha or beta talker have items of specific category;
count
can be used to check amount of items bigger than 1
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
check do you have manual in inventory
{ "u_has_item_category": "manuals" }
check do you have 3 manuals in inventory
{ "u_has_item_category": "manuals", "count": 3 }
- type: string or variable object
- return true if alpha or beta talker has specific bionic;
ANY
can be used to return true if any bionic is presented
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
check do you have bio_synlungs
{ "u_has_bionics": "bio_synlungs" }
check do you have any bionic presented
{ "u_has_bionics": "ANY" }
- type: string or variable object
- return true if alpha or beta talker has specific effect applied.
_has_effect
checks only one effect, when_has_any_effect
check a range, and return true if at least one effect is applied; intensity
can be used to check an effect of specific intensity;bodypart
can be used to check effect applied on specific body part- martial arts
static_buffs
can be checked in formmabuff:buff_id
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
checks are you infected
{ "u_has_effect": "infected" }
checks are you head bleed heavily
{ "u_has_effect": "bleed", "intensity": 10, "bodypart": "head" }
checks do you have aikido stance active
{ "u_has_effect": "mabuff:buff_aikido_static1" }
checks are you hot or cold
{ "u_has_any_effect": [ "hot", "cold" ], "bodypart": "torso" }
- type: string or variable object
- return true if alpha or beta talker has mastered a proficiency (to 100%).
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
check do you have Principles of Chemistry
{ "u_has_proficiency": "prof_intro_chemistry" }
- type: simple string
- return true if alpha or beta talker wield an item, and have enough space to put it away
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
You have equipped an item that you can stow
"u_can_stow_weapon"
You have equipped an item that you can not stow, either because it's bionic pseudoitem, you have no space to store it, or by any another reason
{ "not": "u_can_stow_weapon" }
- type: simple string
- return true if alpha or beta talker wield an item, and can drop it on the ground (i.e. weapon has no
NO_UNWIELD
flag like retracted bionic claws or monomolecular blade bionics)
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
"u_can_drop_weapon"
{ "not": "u_can_drop_weapon" }
u_has_wielded_with_flag
may be used to replicate the effect
{ "u_has_wielded_with_flag": "NO_UNWIELD" }
- type: simple string
- return true if alpha or beta talker wield any item
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
"u_has_weapon"
You don't wield anything
{ "not": "u_has_weapon" }
- type: simple string
- return true if alpha or beta talker operate a vehicles; Nota bene: NPCs cannot currently operate vehicles
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
"u_driving"
true if you do not drive
{ "not": "u_driving" }
- type: string or variable object
- return true if character know specific recipe;
- only memorized recipes count, not recipes written in the book
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ❌ | ❌ | ❌ | ❌ |
check do you memorize meat_hunk
recipe
{ "u_know_recipe": "meat_hunk" }
- type: string or variable object
- return true if alpha or beta talker wear some item with specific flag
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
check do you wear something with RAD_DETECT
flag
{ "u_has_worn_with_flag": "RAD_DETECT" }
- type: string or variable object
- return true if alpha or beta talker wield something with specific flag
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
check do you wield something with WHIP
flag
{ "u_has_wielded_with_flag": "WHIP" }
- type: string or variable object
- return true if alpha or beta talker wield something with specific weapon category
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
check do you wield something with LONG_SWORDS
weapon category
{ "u_has_wielded_with_weapon_category": "LONG_SWORDS" }
- type: simple string
- return true if alpha or beta talker can see (not blind)
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ❌ | ❌ |
"u_can_see"
You can't see
{ "not": "u_can_see" }
- type: simple string
- return true if alpha or beta talker can't hear
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ❌ | ❌ |
"u_is_deaf"
You can hear
{ "not": "u_is_deaf" }
- type: simple string
- return true if alpha or beta talker is not dead
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ❌ | ❌ |
"u_is_alive"
NPC is dead
{ "not": "npc_is_alive" }
- type: string or variable object
- return true if alpha or beta talker stand on specific terrain
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
check do you stand on grass
{ "u_is_on_terrain": "t_grass" }
- type: string or variable object
- return true if alpha or beta talker stand on terrain with specific flag
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ❌ | ❌ |
check do you stand on terrain with SHRUB
flag
{ "u_is_on_terrain_with_flag": "SHRUB" }
- type: string or variable object
- return true if alpha or beta talker stand on specific field
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
check do you stand in a cloud of smoke
{ "u_is_in_field": "fd_smoke" }
- type: string or variable object
- For avatar (player), create a popup with message, that could be answered as "yes" and "no". if "yes" is picked, true is returned, otherwise false;
default
field should be used to specify default output for NPC, that player do not control;- popup is created only if the rest of conditions are true
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Create a popup with message You have died. Continue as one of your followers?
{ "u_query": "You have died. Continue as one of your followers?", "default": false }
- type: string
- Ask the player to select a tile. If tile is selected, true is returned, otherwise false;
anywhere
,line_of_sight
,around
are possibleanywhere
is the same as the "look around" UIline_of_sight
only tiles that are visible at this moment (range
is mandatory)around
is the same as starting a fire, you can only choose the 9 tiles you're immediately adjacent to
target_var
is variable object to contain coordinates of selected tile (mandatory)range
defines the selectable range forline_of_sight
(mandatory forline_of_sight
, otherwise not required)z_level
defines allow if select other z-level foranywhere
message
is displayed while selecting
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ❌ | ❌ | ❌ | ❌ | ❌ |
Display coordinates of selected tile.
{
"if": { "u_query_tile": "line_of_sight", "target_var": { "context_val": "pos" }, "message": "Select point", "range": 10 },
"then": { "u_message": "<context_val:pos>" },
"else": { "u_message": "Canceled" }
}
- type: string or variable object
- return true if the terrain or furniture has specific flag
loc
will specify location of terrain or furniture (mandatory)
No talker is needed.
Check the north terrain or furniture has TRANSPARENT
flag.
{
"type": "effect_on_condition",
"id": "EOC_ter_furn_check",
"effect": [
{ "set_string_var": { "mutator": "loc_relative_u", "target": "(0,-1,0)" }, "target_var": { "context_val": "loc" } },
{
"if": { "map_terrain_with_flag": "TRANSPARENT", "loc": { "context_val": "loc" } },
"then": { "u_message": "North terrain: TRANSPARENT" },
"else": { "u_message": "North terrain: Not TRANSPARENT" }
},
{
"if": { "map_furniture_with_flag": "TRANSPARENT", "loc": { "context_val": "loc" } },
"then": { "u_message": "North furniture: TRANSPARENT" },
"else": { "u_message": "North furniture: Not TRANSPARENT" }
}
]
},
- type: location string or variable object
- return true if the location is in a city
No talker is needed.
Check the location is in a city.
{ "u_location_variable": { "context_val": "loc" } },
{
"if": { "map_in_city": { "context_val": "loc" } },
"then": { "u_message": "Inside city" },
"else": { "u_message": "Outside city" }
},
- type: simple string
- return true if player can see alpha or beta talker
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
return true if player can see NPC.
"condition": "player_see_npc",
- type: location string or variable object
- return true if alpha or beta talker can see the location
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ❌ | ❌ |
You can see selected location.
{
"if": { "u_query_tile": "anywhere", "target_var": { "context_val": "pos" }, "message": "Select point" },
"then": {
"if": { "u_can_see_location": { "context_val": "pos" } },
"then": { "u_message": "You can see <context_val:pos>." },
"else": { "u_message": "You cant see <context_val:pos>." }
}
}
The code base supports the use of reusable EOCs, you can use these to get guaranteed effects by passing in specific variables. The codebase supports the following:
EOC Name | Description | Variables |
---|---|---|
EOC_RandEnc | Spawns a random encounter at the specified omt with mapgen update map_update that is later removed with map_removal . It has a 1 in chance chance of happening and can only occur after days_till_spawn . Can optionally only happen if random_enc_condition is true |
map_update : a mapgen update ID omt : overmap tile ID where this happens map_removal : a mapgen update ID chance : an integer days_till_spawn : an integer random_enc_condition : a set condition |
EVENT EOCs trigger on in game events specified in the event_type enum in event.h
. When an EVENT EOC triggers it tries to perform the EOC on the NPC that is the focus of the event and if it cannot determine one, triggers on the avatar. So any cata_event that has a field for "avatar_id", "character", "attacker", "killer", "npc" will potentially resolve to another npc rather than the avatar, based on who the event triggers for.
Every event EOC passes context vars with each of their key value pairs that the event has in C++. They are all converted to strings when made context variables but their original types are included for reference below. At some point this documentation may go out of sync, The up to date info for each event can be found in event.h
EVENT | Description | Context Variables | Talker(alpha/beta) |
---|---|---|---|
activates_artifact | Triggers when the player activates an artifact | { "character", character_id },{ "item_name", string }, |
character / NONE |
activates_mininuke | Triggers when any character arms a mininuke | { "character", character_id } |
character / NONE |
administers_mutagen | { "character", character_id },{ "technique", mutagen_technique }, |
character / NONE | |
angers_amigara_horrors | Triggers when amigara horrors are spawned as part of a mine finale | NONE | avatar / NONE |
avatar_enters_omt | { "pos", tripoint },{ "oter_id", oter_id }, |
avatar / NONE | |
avatar_moves | { "mount", mtype_id },{ "terrain", ter_id },{ "movement_mode", move_mode_id },{ "underwater", bool },{ "z", int }, |
avatar / NONE | |
avatar_dies | NONE | avatar / NONE | |
awakes_dark_wyrms | Triggers when pedestal_wyrm examine action is used |
NONE | avatar / NONE |
becomes_wanted | Triggered when copbots/riot bots are spawned as part of a timed event after mon/char is photo'd by eyebot | { "character", character_id } |
character / NONE |
broken_bone | Triggered when any body part reaches 0 hp | { "character", character_id },{ "part", body_part }, |
character / NONE |
broken_bone_mends | Triggered when mending effect is removed by expiry (Character::mend) |
{ "character", character_id },{ "part", body_part }, |
character / NONE |
buries_corpse | Triggers when item with flag CORPSE is located on same tile as construction with post-special done_grave is completed |
{ "character", character_id },{ "corpse_type", mtype_id },{ "corpse_name", string }, |
character / NONE |
causes_resonance_cascade | Triggers when resonance cascade option is activated via "old lab" finale's computer | NONE | avatar / NONE |
character_casts_spell | Triggers when a character casts spells. When a spell with multiple effects is cast, the number of effects will be triggered | { "character", character_id },{ "spell", spell_id },{ "school", trait_id },{ "difficulty", int },{ "cost", int },{ "cast_time", int },{ "damage", int }, |
character / NONE |
character_consumes_item | { "character", character_id },{ "itype", itype_id }, |
character / NONE | |
character_dies | { "character", character_id }, |
character / NONE | |
character_eats_item | { "character", character_id },{ "itype", itype_id }, |
character / NONE | |
character_finished_activity | Triggered when character finished or canceled activity | { "character", character_id },{ "activity", activity_id },{ "canceled", bool } |
character / NONE |
character_forgets_spell | { "character", character_id },{ "spell", spell_id } |
character / NONE | |
character_gains_effect | { "character", character_id },{ "effect", efftype_id }, |
character / NONE | |
character_gets_headshot | { "character", character_id } |
character / NONE | |
character_heals_damage | { "character", character_id },{ "damage", int }, |
character / NONE | |
character_kills_character | { "killer", character_id },{ "victim", character_id },{ "victim_name", string }, |
character / NONE | |
character_kills_monster | { "killer", character_id },{ "victim_type", mtype_id },{ "exp", int }, |
character / monster | |
character_learns_spell | { "character", character_id },{ "spell", spell_id } |
character / NONE | |
character_loses_effect | { "character", character_id },{ "effect", efftype_id }, |
character / NONE | |
character_melee_attacks_character | { "attacker", character_id },{ "weapon", itype_id },{ "hits", bool },{ "victim", character_id },{ "victim_name", string }, |
character (attacker) / character (victim) | |
character_melee_attacks_monster | { "attacker", character_id },{ "weapon", itype_id },{ "hits", bool },{ "victim_type", mtype_id }, |
character / monster | |
character_ranged_attacks_character | { "attacker", character_id },{ "weapon", itype_id },{ "victim", character_id },{ "victim_name", string }, |
character (attacker) / character (victim) | |
character_ranged_attacks_monster | { "attacker", character_id },{ "weapon", itype_id },{ "victim_type", mtype_id }, |
character / monster | |
character_smashes_tile | { "character", character_id },{ "terrain", ter_str_id }, { "furniture", furn_str_id }, |
character / NONE | |
character_starts_activity | Triggered when character starts or resumes activity | { "character", character_id },{ "activity", activity_id },{ "resume", bool } |
character / NONE |
character_takes_damage | { "character", character_id },{ "damage", int }, |
character / NONE | |
character_triggers_trap | { "character", character_id },{ "trap", trap_str_id }, |
character / NONE | |
character_wakes_up | triggers in the moment player lost it's sleep effect and wakes up | { "character", character_id }, |
character / NONE |
character_wields_item | { "character", character_id },{ "itype", itype_id }, |
character / item to wield | |
character_wears_item | { "character", character_id },{ "itype", itype_id }, |
character / item to wear | |
consumes_marloss_item | { "character", character_id },{ "itype", itype_id }, |
character / NONE | |
crosses_marloss_threshold | { "character", character_id } |
character / NONE | |
crosses_mutation_threshold | { "character", character_id },{ "category", mutation_category_id }, |
character / NONE | |
crosses_mycus_threshold | { "character", character_id } |
character / NONE | |
cuts_tree | { "character", character_id } |
character / NONE | |
dermatik_eggs_hatch | { "character", character_id } |
character / NONE | |
dermatik_eggs_injected | { "character", character_id } |
character / NONE | |
destroys_triffid_grove | Triggered only via spell with effect_str ROOTS_DIE (currently via death spell of triffid heart) |
NONE | avatar / NONE |
dies_from_asthma_attack | { "character", character_id } |
character / NONE | |
dies_from_drug_overdose | { "character", character_id },{ "effect", efftype_id }, |
character / NONE | |
dies_from_bleeding | { "character", character_id } |
character / NONE | |
dies_from_hypovolemia | { "character", character_id } |
character / NONE | |
dies_from_redcells_loss | { "character", character_id } |
character / NONE | |
dies_of_infection | { "character", character_id } |
character / NONE | |
dies_of_starvation | { "character", character_id } |
character / NONE | |
dies_of_thirst | { "character", character_id } |
character / NONE | |
digs_into_lava | NONE | avatar / NONE | |
disarms_nuke | Triggered via disarm missile computer action in missile silo special | NONE | avatar / NONE |
eats_sewage | Triggered via use action SEWAGE |
NONE | avatar / NONE |
evolves_mutation | { "character", character_id },{ "from_trait", trait_id },{ "to_trait", trait_id }, |
character / NONE | |
exhumes_grave | Triggers when construction with post-special done_dig_grave or done_dig_grave_nospawn is completed |
{ "character", character_id } |
character / NONE |
fails_to_install_cbm | { "character", character_id },{ "bionic", bionic_id }, |
character / NONE | |
fails_to_remove_cbm | { "character", character_id },{ "bionic", bionic_id }, |
character / NONE | |
falls_asleep_from_exhaustion | { "character", character_id } |
character / NONE | |
fuel_tank_explodes | Triggers when vehicle part (that is watertight container/magazine with magazine pocket/or is a reactor) is sufficiently damaged | { "vehicle_name", string }, |
avatar / NONE |
gains_addiction | { "character", character_id },{ "add_type", addiction_id }, |
character / NONE | |
gains_mutation | { "character", character_id },{ "trait", trait_id }, |
character / NONE | |
gains_skill_level | { "character", character_id },{ "skill", skill_id },{ "new_level", int }, |
character / NONE | |
game_avatar_death | Triggers during bury screen with ASCII grave art is displayed (when avatar dies, obviously) | { "avatar_id", character_id },{ "avatar_name", string },{ "avatar_is_male", bool },{ "is_suicide", bool },{ "last_words", string }, |
avatar / NONE |
game_avatar_new | Triggers when new character is controlled and during new game character initialization | { "is_new_game", bool },{ "is_debug", bool },{ "avatar_id", character_id },{ "avatar_name", string },{ "avatar_is_male", bool },{ "avatar_profession", profession_id },{ "avatar_custom_profession", string }, |
avatar / NONE |
game_load | Triggers only when loading a saved game (not a new game!) | { "cdda_version", string }, |
avatar / NONE |
game_begin | Triggered during game load and new game start | { "cdda_version", string }, |
avatar / NONE |
game_over | Triggers after fully accepting death, epilogues etc. have played (probably not useable for eoc purposes?) | { "total_time_played", chrono_seconds }, |
avatar / NONE |
game_save | { "time_since_load", chrono_seconds },{ "total_time_played", chrono_seconds }, |
avatar / NONE | |
game_start | Triggered only during new game character initialization | { "game_version", string }, |
avatar / NONE |
installs_cbm | { "character", character_id },{ "bionic", bionic_id }, |
character / NONE | |
installs_faulty_cbm | { "character", character_id },{ "bionic", bionic_id }, |
character / NONE | |
learns_martial_art | { "character", character_id },{ "martial_art", matype_id }, |
character / NONE | |
loses_addiction | { "character", character_id },{ "add_type", addiction_id }, |
character / NONE | |
npc_becomes_hostile | Triggers when NPC's attitude is set to NPCATT_KILL via dialogue effect hostile |
{ "npc", character_id },{ "npc_name", string }, |
NPC / NONE |
opens_portal | Triggers when TOGGLE PORTAL option is activated via ("old lab" finale's?) computer | NONE | avatar / NONE |
opens_spellbook | Triggers when player opens the spell menu OR when NPC evaluates spell as best weapon(in preparation to use it) | { "character", character_id } |
character / NONE |
opens_temple | Triggers when pedestal_temple examine action is used to consume a petrified eye |
NONE | avatar / NONE |
player_fails_conduct | { "conduct", achievement_id },{ "achievements_enabled", bool }, |
avatar / NONE | |
player_gets_achievement | { "achievement", achievement_id },{ "achievements_enabled", bool }, |
avatar / NONE | |
player_levels_spell | triggers when player changes it's spell level, either by casting a spell, reading spell book, or using EoC. Spawning a new character with spells defined by using spells in chargen option will also run an event |
{ "character", character_id },{ "spell", spell_id },{ "new_level", int },{ "spell_class", trait_id } |
character / NONE |
reads_book | { "character", character_id } |
character / NONE | |
releases_subspace_specimens | Triggers when Release Specimens option is activated via ("old lab" finale's?) computer | NONE | avatar / NONE |
removes_cbm | { "character", character_id },{ "bionic", bionic_id }, |
character / NONE | |
seals_hazardous_material_sarcophagus | Triggers via srcf_seal_order computer action |
NONE | avatar / NONE |
spellcasting_finish | Triggers only once when a character finishes casting a spell | { "character", character_id },{ "success", bool },{ "spell", spell_id },{ "school", trait_id },{ "difficulty", int },{ "cost", int },{ "cast_time", int },{ "damage", int }, |
character / NONE |
telefrags_creature | (Unimplemented) | { "character", character_id },{ "victim_name", string }, |
character / NONE |
teleglow_teleports | Triggers when character(only avatar is actually eligible) is teleported due to teleglow effect | { "character", character_id } |
character / NONE |
teleports_into_wall | Triggers when character(only avatar is actually eligible) is teleported into wall | { "character", character_id },{ "obstacle_name", string }, |
character / NONE |
terminates_subspace_specimens | Triggers when Terminate Specimens option is activated via ("old lab" finale's?) computer | NONE | avatar / NONE |
throws_up | { "character", character_id } |
character / NONE | |
triggers_alarm | Triggers when alarm is sounded as a failure state of hacking, prying, using a computer, or (if player is sufficiently close)damaged terrain with ALARMED flag | { "character", character_id } |
character / NONE |
uses_debug_menu | { "debug_menu_option", debug_menu_index }, |
avatar / NONE | |
u_var_changed | { "var", string },{ "value", string }, |
avatar / NONE | |
vehicle_moves | { "avatar_on_board", bool },{ "avatar_is_driving", bool },{ "avatar_remote_control", bool },{ "is_flying_aircraft", bool },{ "is_floating_watercraft", bool },{ "is_on_rails", bool },{ "is_falling", bool },{ "is_sinking", bool },{ "is_skidding", bool },{ "velocity", int }, // vehicle current velocity, mph * 100{ "z", int }, |
avatar / NONE |
Other EOCs have some variables as well that they have access to, they are as follows:
EOC | Context Variables |
---|---|
mutation: "activated_eocs" | { "this", mutation_id } |
mutation: "processed_eocs" | { "this", mutation_id } |
mutation: "deactivated_eocs" | { "this", mutation_id } |
damage_type: "ondamage_eocs" | { "bp", bodypart_id }, { "damage_taken", double damage the character will take post mitigation }, { "total_damage", double damage pre mitigation } |
furniture: "examine_action" | { "this", furniture_id }, { "pos", tripoint } |
Play a sound effect from sound pack "type": "sound_effect"
Syntax | Optionality | Value | Info |
---|---|---|---|
"sound_effect" | mandatory | string or variable object | sound effect, that would be used, respond to variant field in "type": "sound_effect" |
"id" | optional | string or variable object | id , that would be used to play, respond to id field in "type": "sound_effect" |
"outdoor_event" | optional | boolean | default false; if true, and player is underground, the player is less likely to hear the sound |
"volume" | optional | int or variable object | default 80; volume at which the sound would be played; affected by hearing modifier |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
Plays sound bionics
, variant pixelated
with volume 50
{ "sound_effect": "pixelated", "id": "bionics", "volume": 50 },
Opens up a dialog between the participants; this should only be used in effect_on_conditions, not in actual npc dialogue
Syntax | Optionality | Value | Info |
---|---|---|---|
"topic" | optional | string or variable object | if used, instead of the dialogue with the participant, this topic would be used with an empty talker |
"true_eocs", "false_eocs" | optional | array of eocs | if was successful, all true_eocs are run, otherwise all false_eocs are run |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
Opens dialogue with topic TALK_PERK_MENU_MAIN
{ "open_dialogue": { "topic": "TALK_PERK_MENU_MAIN" } }
Opens a dialogue with computer; computer has defined "chat_topics": [ "COMP_REFUGEE_CENTER_MAIN" ],
on the map side, which makes it valid participant
{
"id": "EOC_REFUGEE_CENTER_COMPUTER",
"type": "effect_on_condition",
"effect": [ "open_dialogue" ]
},
If beta talker is NPC, take control of it
Syntax | Optionality | Value | Info |
---|---|---|---|
"take_control" | mandatory | simple string | makes you control the NPC; works only if avatar (you) is alpha talker, and beta talker is NPC |
"true_eocs", "false_eocs" | optional | eocs_array | if take_control was successful, all true_eocs are run, otherwise all false_eocs run |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
❌ | ❌ | ✔️ | ❌ | ❌ | ❌ |
Takes control of NPC
"effect": [ "take_control" ]
Takes control of NPC; If successful; EOC_GOOD
is run, if not, EOC_BAD
is run
{ "take_control": { "true_eocs": [ "EOC_GOOD" ], "false_eocs": [ "EOC_BAD" ] } }
Opens up a menu to choose a follower to take control of. Works only with your followers
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ❌ | ❌ | ❌ | ❌ | ❌ |
Opens the menu to swap the avatar
"effect": [ "take_control_menu" ]
Marks the given achievement as complete
Syntax | Optionality | Value | Info |
---|---|---|---|
"give_achievement" | mandatory | string or variable object | the achievement that would be given |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ❌ | ❌ | ❌ | ❌ | ❌ |
Gives achievement escaped_the_cataclysm
{ "give_achievement": "escaped_the_cataclysm" }
assign_mission:
string or variable object Will assign mission to the player.
Will assign mission to the player
Syntax | Optionality | Value | Info |
---|---|---|---|
"assign_mission" | mandatory | string or variable object | Mission that would be assigned to the player |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ❌ | ❌ | ❌ | ❌ | ❌ |
Assign you a MISSION_REACH_FAKE_DAVE
mission
{ "assign_mission": "MISSION_REACH_FAKE_DAVE" }
Will remove mission from the player's active mission list without failing it.
Syntax | Optionality | Value | Info |
---|---|---|---|
"remove_active_mission" | mandatory | string or variable object | mission that would be removed |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
removes MISSION_BONUS_KILL_BOSS
mission from your list
{ "remove_active_mission": "MISSION_BONUS_KILL_BOSS" }
Will complete mission the player has, in one way or another
// todo - test how optional success
and step
actually are
Syntax | Optionality | Value | Info |
---|---|---|---|
"finish_mission" | mandatory | string or variable object | id of the mission that would be finished |
"success" | optional | boolean | default false; if true, complete the mission as successful |
"step" | optional | int | if used, complete mission up to this step |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
Complete the mission DID_I_WIN
as failed
{ "finish_mission": "DID_I_WIN" }
Complete the mission DID_I_WIN
as successful
{ "finish_mission": "DID_I_WIN", "success": true }
Complete the first step of a DID_I_WIN
mission
{ "finish_mission": "DID_I_WIN", "step": 1 }
Adds this mission on a list NPC can offer
Syntax | Optionality | Value | Info |
---|---|---|---|
"offer_mission" | mandatory | string, variable object or array | id of a mission to offer |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
❌ | ❌ | ✔️ | ❌ | ❌ | ❌ |
NPC can offer mission MISSION_GET_RELIC
now
{ "offer_mission": "MISSION_GET_RELIC" }
Same as before
{ "offer_mission": [ "MISSION_GET_RELIC" ] }
NPC can offer missions MISSION_A
, B
and C
now
{ "offer_mission": [ "MISSION_A", "MISSION_B", "MISSION_C" ] }
Runs another EoC. It can be a separate EoC, or an inline EoC inside run_eocs
effect
Syntax | Optionality | Value | Info |
---|---|---|---|
"run_eocs" | mandatory | string or array of eocs | EoC or EoCS that would be run |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
Run EOC_DO_GOOD_THING
EoC
{ "run_eocs": [ "EOC_DO_GOOD_THING" ] }
Run inline are_you_strong
EoC
"run_eocs": {
"id": "are_you_strong",
"condition": { "math": [ "u_val('strength')", ">", "8" ] },
"effect": [ { "u_message": "You are strong" } ],
"false_effect": [ { "u_message": "You are normal" } ]
}
Inline EoCs could have their own inline EoCS
This EoC checks your str stat, and if it's less than 4, write You are weak
;
if it's bigger, are_you_strong
EoC is run, that checks is your str is bigger than 8; if it's less, You are normal
is written
if it's bigger, are_you_super_strong
effect is run, that checks is your str is bigger than 12; If it's less, You are strong
is written; if it's more, You are super strong
is written
{
"type": "effect_on_condition",
"id": "are_you_weak",
"//": "there is a variety of ways you can do the exact same effect that would work better",
"//2": "but for the sake of example, let's ignore it",
"condition": { "math": [ "u_val('strength')", ">", "4" ] },
"false_effect": [ { "u_message": "You are weak" } ],
"effect": {
"run_eocs": {
"id": "are_you_strong",
"condition": { "math": [ "u_val('strength')", ">", "8" ] },
"false_effect": [ { "u_message": "You are normal" } ],
"effect": {
"run_eocs": {
"id": "are_you_super_strong",
"condition": { "math": [ "u_val('strength')", ">", "12" ] },
"effect": [ { "u_message": "You are super strong" } ],
"false_effect": [ { "u_message": "You are strong" } ]
}
}
}
}
}
Same as run_eocs
, but runs the specific EoC with provided variables as context variables
Syntax | Optionality | Value | Info |
---|---|---|---|
"run_eoc_with" | mandatory | string | EoC or EoCS that would be run |
"beta_loc" | optional | variable object | u_location_variable , where the EoC should be run |
"variables" | optional | pair of "variable_name": "varialbe" |
variables, that would be passed to the EoC; expects_vars condition can be used to ensure every variable exist before the EoC is run |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
Run EOC_BOOM
EoC; completely same as run_eocs
{ "run_eoc_with": "EOC_BOOM" }
Run EOC_BOOM
EoC at where_my_enemy_is
location variable
{ "run_eoc_with": "EOC_BOOM", "beta_loc": { "global_val": "where_my_enemy_is" } },
The first EoC EOC_I_NEED_AN_AR15
run another EOC_GIVE_A_GUN
EoC, and give it two variables: variable gun_name
with value ar15_223medium
and variable amount_of_guns
with value 5
;
Second EoC EOC_I_NEED_AN_AK47
aslo run EOC_GIVE_A_GUN
with the same variables, but now the values are ak47
and 3
EOC_GIVE_A_GUN
, once called, will spawn a gun, depending on variables it got
{
"type": "effect_on_condition",
"id": "EOC_I_NEED_AN_AR15",
"effect": [
{
"run_eoc_with": "EOC_GIVE_A_GUN",
"variables": {
"gun_name": "ar15_223medium",
"amount_of_guns": 5
}
}
]
},
{
"type": "effect_on_condition",
"id": "EOC_I_NEED_AN_AK47",
"effect": [
{
"run_eoc_with": "EOC_GIVE_A_GUN",
"variables": {
"gun_name": "ak47",
"amount_of_guns": 3
}
}
]
},
{
"type": "effect_on_condition",
"id": "EOC_GIVE_A_GUN",
"condition": { "expects_vars": [ "gun_name", "amount_of_guns" ] },
"effect": [
{
"u_spawn_item": { "context_val": "gun_name" },
"count": { "context_val": "amount_of_guns" }
}
]
}
Same as run_eocs
, but instead of running EoCs right now, put it in queue and run it in some future
Syntax | Optionality | Value | Info |
---|---|---|---|
"queue_eocs" | mandatory | string, variable object or array | EoCs, that would be added into queue; Could be an inline EoC |
"time_in_future" | optional | int, duration, variable object or value between two | When in the future EoC would be run; default 0 |
If the eoc is global the avatar will be u and npc will be invalid. Otherwise it will be queued for the current alpha if they are a character and not be queued otherwise.
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
run EOC_BOOM_RIGHT_NOW
instantly
{ "queue_eocs": "EOC_BOOM_RIGHT_NOW" }
run EOC_BOOM_RANDOM
randomly in 20-30 seconds
{ "queue_eocs": "EOC_BOOM_RANDOM", "time_in_future": [ "20 seconds", "30 seconds" ] },
Combination of run_eoc_with
and queue_eocs
- Put EoC into queue and run into some future, with provided variables as context variables
Syntax | Optionality | Value | Info |
---|---|---|---|
"queue_eoc_with" | mandatory | string or variable object | EoC, that would be added into queue; Could be an inline EoC |
"time_in_future" | optional | int, duration, variable object or value between two | When in the future EoC would be run; default 0 |
"variables" | optional | pair of "variable_name": "varialbe" |
variables, that would be passed to the EoC; expects_vars condition can be used to ensure every variable exist before the EoC is run |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
see a detailed example in run_eoc_with
In three hours, you will be given five AR-15
{
"type": "effect_on_condition",
"id": "EOC_I_NEED_AN_AR15_BUT_NOT_NOW",
"effect": [
{
"queue_eoc_with": "EOC_GIVE_A_GUN",
"time_in_future": "3 h",
"variables": {
"gun_name": "ar15_223medium",
"amount_of_guns": 5
}
}
]
},
{
"type": "effect_on_condition",
"id": "EOC_GIVE_A_GUN",
"condition": { "expects_vars": [ "gun_name", "amount_of_guns" ] },
"effect": [
{
"u_spawn_item": { "context_val": "gun_name" },
"count": { "context_val": "amount_of_guns" }
}
]
}
If you or NPC does not have all of the listed bionics, mutations, spells or recipes, gives one randomly
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_roll_remainder" / "npc_roll_remainder" | mandatory | string, variable or array of both | thing, that would be rolled and given |
"type" | mandatory | string or variable object | type of thing that would be given; can be one of bionic , mutation , spell or recipe |
"message" | optional | string or variable object | message, that would be displayed in log, once remainder is used; %s symbol can be used in this message to write the name of a thing, that would be given; message would be printed only if roll was successful |
"true_eocs", "false_eocs" | optional | string or array of eocs | If reminder was positive, all EoCs in true_eocs run, otherwise false_eocs run |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Tries to give you a mutation A
, B
or C
, if you don't have one, with message You got %s!
; If roll is successful, EOC_SUCCESS
is run, otherwise EOC_FAIL
is run
{
"u_roll_remainder": [ "mutationA", "mutationB", "mutationC" ],
"type": "mutation",
"message": "You got %s!",
"true_eocs": [ "EOC_SUCCESS" ],
"false_eocs": [ "EOC_FAIL" ]
}
Set effects to be executed when conditions are met and when conditions are not met.
Syntax | Optionality | Value | Info |
---|---|---|---|
"if" | mandatory | dialogue condition | condition itself |
"then" | mandatory | effect | Effect(s) executed when conditions are met. |
"else" | optional | effect | Effect(s) executed when conditions are not met. |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
Displays a different message the first time it is run and the second time onwards
{
"if": { "u_has_var": "test", "type": "eoc_sample", "context": "if_else", "value": "yes" },
"then": { "u_message": "You have variable." },
"else": [
{ "u_message": "You don't have variable." },
{
"if": { "not": { "u_has_var": "test", "type": "eoc_sample", "context": "if_else", "value": "yes" } },
"then": [
{ "u_add_var": "test", "type": "eoc_sample", "context": "if_else", "value": "yes" },
{ "u_message": "Vriable added." }
]
}
]
}
Check the value, and, depending on it, pick the case that would be run
Syntax | Optionality | Value | Info |
---|---|---|---|
"switch" | mandatory | arithmetic/math_expression | the value, that would be read; only numerical values can be used |
"cases" | mandatory | case and effect |
effects, that would be run, if the value of switch is higher or equal to this case |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Checks the level of some_spell
spell, and, related to this, cast a spell of picked level; if level of spell is 9, clair_night_vision_4
would be used, if spell level is 8, clair_night_vision_3
would be casted
{
"switch": { "u_val": "spell_level", "spell": "some_spell" },
"cases": [
{ "case": 0, "effect": { "u_cast_spell": { "id": "another spell" } } },
{ "case": 3, "effect": { "u_add_effect": "drunk", "duration": "270 minutes" } },
{ "case": 6, "effect": { "u_lose_bionic": "bio_power_storage" } },
{ "case": 9, "effect": { "run_eocs": [ "EOC_DO_GOOD_THING" ] } },
{
"case": 12,
"effect": [
{ "u_forget_martial_art": "style_eskrima" },
{ "u_forget_martial_art": "style_crane" },
{ "u_forget_martial_art": "style_judo" }
]
}
]
}
Executes the effect repeatedly while storing the values of a specific list one by one in the variable.
Syntax | Optionality | Value | Info |
---|---|---|---|
"foreach" | mandatory | string | Type of list. "ids" , "item_group" , "monstergroup" , "array" are available. |
"var" | mandatory | variable objects | Variable to store value in the list. |
"effect" | mandatory | effect | Effect(s) executed. |
"target" | mandatory | See below | Changes depending on the value of "foreach". See below. |
The correspondence between "foreach" and "target" is as follows.
"foreach" | Value | Info |
---|---|---|
"ids" | string | List the IDs of objects that appear in the game. "bodypart" , "flag" , "trait" , "vitamin" are available. |
"item_group" | string | List the IDs of items in the item group. |
"monstergroup" | string | List the IDs of monsters in the monster group. |
"array" | array of strings or variable objects | List simple strings. |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
Resets all of your vitamins.
{
"foreach": "ids",
"var": { "context_val": "id" },
"target": "vitamin",
"effect": [ { "math": [ "u_vitamin(_id)", "=", "0" ] } ]
}
NPC run EoCs, provided by this effect; can work outside of reality bubble
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_run_npc_eocs"/ "npc_run_npc_eocs" | mandatory | array of eocs | EoCs that would be run by NPCs |
"unique_ids" | optional | string, variable objects or array | id of NPCs that would be affected; lack of ids make effect run EoC on every NPC in your reality bubble, if "local": true , and to every NPC in the world, if "local": false ; unique ID of every npc is specified in mapgen, using npcs or place_npcs |
"local" | optional | boolean | default false; if true, the effect is run for every NPC in the world; if false, effect is run only to NPC in your reality bubble |
"npc_range" | optional | int or variable object | if used, only NPC in this range are affected |
"npc_must_see" | optional | boolean | default false; if true, only NPC you can see are affected |
example of specifying unique_id
in mapgen using npcs
:
"npcs": { "T": { "class": "guard", "unique_id": "GUARD7" } },
and using place_npcs
:
"place_npcs": [ { "class": "arsonist", "x": 9, "y": 1, "unique_id": "GUARD7" } ],
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
❌ | ❌ | ✔️ | ❌ | ❌ | ❌ |
All NPC in range 30, that you can see, run EOC_DEATH
and EOC_TAXES
{
"type": "effect_on_condition",
"id": "EOC_KILL_ALL_NPCS_YOU_SEE_30_TILES",
"effect": [
{
"u_run_npc_eocs": [ "EOC_DEATH", "EOC_TAXES" ],
"npc_range": 30,
"npc_must_see": true
}
]
}
Move refugee center guards GUARD1
- GUARD7
to the _First
position - EoC for effect is inlined
{
"type": "effect_on_condition",
"id": "EOC_REFUGEE_CENTER_GUARD_FIRST_POSITION",
"effect": [
{
"u_run_npc_eocs": [
{
"id": "EOC_REFUGEE_CENTER_GUARD_FIRST_SHIFT",
"effect": {
"u_set_guard_pos": { "global_val": "_First" },
"unique_id": true
}
}
],
"unique_ids": [ "GUARD1", "GUARD2", "GUARD3", "GUARD4", "GUARD5", "GUARD6", "GUARD7" ]
}
]
}
Run EOCs on items in your or NPC's inventory
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_run_inv_eocs" / "npc_run_inv_eocs" | mandatory | string or variable object | way the item would be picked; values can be: all - all items that match the conditions are picked;random - from all items that match the conditions, one picked;manual - menu is open with all items that can be picked, and you can choose one;manual_mult - same as manual , but multiple items can be picked |
"search_data" | optional | N/A | sets the condition for the target item; lack of search_data means any item can be picked; conditions can be:id - id of a specific item;category - category of an item (case sensitive, should always be in lower case);flags - flag or flags the item hasmaterial - material of an item;worn_only - if true, return only items, that are worn;wielded_only - if true, return only wielded items |
"title" | optional | string or variable object | name of the menu, that would be shown, if manual or manual_mult is used |
"true_eocs" / "false_eocs" | optional | range of eocs | if item was picked successfully, all true_eocs are run, otherwise all false_eocs are run; picked item is returned as npc; for example, n_hp() return hp of an item |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
❌ | ❌ | ❌ | ❌ | ❌ | ✔️ |
Picks an item in character's hands, and run EOC_DESTROY_ITEM
EoC on it
{
"type": "effect_on_condition",
"id": "EOC_PICK_ITEM_IN_HANDS",
"effect": [
{
"u_run_inv_eocs": "random",
"search_data": [ { "wielded_only": true } ],
"true_eocs": [ "EOC_DESTROY_ITEM" ]
}
]
}
Pick a wooden item with DURABLE_MELEE
and ALWAYS_TWOHAND
flags, and run EOC_DO_SOMETHING_WITH_ITEM
on it; if there is no such item, EOC_NO_SUCH_ITEM
is run
{
"type": "effect_on_condition",
"id": "EOC_PICK_WOODEN_ITEM",
"effect": [
{
"u_run_inv_eocs": "manual",
"search_data": [ { "material": "wood", "flags": [ "DURABLE_MELEE", "ALWAYS_TWOHAND" ] } ],
"true_eocs": [ "EOC_DO_SOMETHING_WITH_ITEM" ]
"false_eocs": [ { "id": "EOC_NO_SUCH_ITEM", "effect": [ { "u_message": "You don't have an item i need" } ] } ]
}
]
}
Will choose one of a list of eocs to activate based on it's weight
Syntax | Optionality | Value | Info |
---|---|---|---|
"weighted_list_eocs" | mandatory | n/a | EoC that would be run, and it's weight; EoC can be either id or inline EoC, and weight can be int or variable object |
Run one EoC from the list
{
"type": "effect_on_condition",
"id": "EOC_WEIGHT",
"effect": {
"weighted_list_eocs": [
[ "EOC_THING_1", 1 ],
[ "EOC_THING_2", 1 ],
[ "EOC_THING_3", 3 ],
{ "id": "EOC_THING_4", "effect": [ { "u_message": "A test message appears!", "type": "bad" } ] },
[ "EOC_THING_5", { "math": [ "super_important_variable + 4" ] } ],
[ "EOC_THING_6", { "math": [ "_super_important_context_variable + 4" ] } ],
[ "EOC_THING_7", { "math": [ "33 + 77" ] } ]
]
}
}
Open a menu, that allow to select one of multiple options
Syntax | Optionality | Value | Info |
---|---|---|---|
"run_eoc_selector" | mandatory | array of strings or variable objects | list of EoCs, that could be picked; conditions of the listed EoCs would be checked, and one that do not pass would be grayed out |
"names" | optional | array of strings or variable objects | name of the option, that would be shown on the list; amount of names should be equal amount of EoCs |
"descriptions" | optional | array of strings or variable objects | description of the options, that would be shown on the list; amount of descriptions should be equal amount of EoCs |
"keys" | optional | single character | a character, that would be used as a shortcut to pick each EoC; amount of keys should be equal amount of EoCs |
"title" | optional | string | Text, that would be shown as the name of the list; Default Select an option. |
"hide_failing" | optional | boolean | if true, the options, that fail their check, would be completely removed from the list, instead of being grayed out |
"allow_cancel" | optional | boolean | if true, you can quit the menu without selecting an option, no effect will occur |
"variables" | optional | pair of "variable_name": "varialbe" |
variables, that would be passed to the EoCs; expects_vars condition can be used to ensure every variable exist before the EoC is run |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ❌ | ❌ | ❌ | ❌ | ❌ |
you can pick one of four options from Choose your destiny
list;
{
"run_eoc_selector": [ "EOC_OPTION_1", "EOC_OPTION_2", "EOC_OPTION_3", "EOC_OPTION_4" ],
"names": [ "Option 1", "Option 2", "Option 3", "Option 4" ],
"keys": [ "a", "b", "1", "2" ],
"title": "Choose your destiny",
"descriptions": [
"Gives you something good",
"Gives you something bad",
"Gives you twice as good",
"Gives you twice as bad, but condition is not met, so you can't pick it up"
]
}
Run EoC multiple times, until specific condition would be met
Syntax | Optionality | Value | Info |
---|---|---|---|
"run_eoc_until" | mandatory | string or variable object | EoC that would be run multiple times |
"condition" | mandatory | string or variable object | name of condition, that would be checked; doesn't support inline condition, so it should be specified in set_condition somewhere before the effect; condition should return "false" to terminate the loop |
"iteration" | optional | int or variable object | default 100; amount of iteration, that is allowed to run; if amount of iteration exceed this number, EoC is stopped, and game sends the error message |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
EOC_until_nested
is run until my_variable
hit 10; in this case 10 times
{
"type": "effect_on_condition",
"id": "EOC_run_until",
"effect": [
{ "set_condition": "to_test", "condition": { "math": [ "my_variable", "<", "10" ] } },
{ "run_eoc_until": "EOC_until_nested", "condition": "to_test" }
]
},
{
"type": "effect_on_condition",
"id": "EOC_until_nested",
"effect": [ { "u_spawn_item": "knife_combat" }, { "math": [ "my_variable", "++" ] } ]
},
Your character or the NPC will attempt to mutate; used in mutation system, for other purposes it's better to use u_add_trait
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_mutate" / "npc_mutate" | mandatory | int, float or variable object | one in int chance of using the highest category, with 0 never using the highest category |
"use_vitamins" | optional | boolean | default true; if true, mutation require vitamins to work |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
{ "u_mutate": 0 }
{ "npc_mutate": { "math": [ "1+1" ] }, "use_vitamins": false }
Similar to u_mutate
but takes category as a parameter and guarantees mutation.
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_mutate_category" / "npc_mutate_category" | mandatory | string or variable object | mutation category |
"use_vitamins" | optional | boolean | same as in u_mutate |
{ "u_mutate_category": "PLANT" }
{ "u_mutate_category": { "global_val": "next_mutation" }
Some effect would be applied on you or NPC
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_add_effect" / "npc_add_effect" | mandatory | string or variable object | id of effect to give |
"duration" | optional | int, duration or variable object | 0 by default; length of the effect; both int ("duration": 60 ), and duration string ("duration": "1 m" ) works; PERMANENT can be used to give a permanent effect |
"target_part" | optional | string or variable object | default is "whole body"; if used, only specified body part would be used. RANDOM can be used to pick a random body part |
"intensity" | optional | int, float or variable object | default 0; intensity of the effect |
"force_bool" | optional | boolean | default false; if true, all immunities would be ignored |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ❌ | ❌ |
Apply effect drunk
for 4.5 hours:
{ "u_add_effect": "drunk", "duration": "270 minutes" }
Apply effect fungus
of intensity 1, permanently, on random body part:
{ "u_add_effect": "fungus", "intensity": 1, "duration": "PERMANENT", "target_part": "RANDOM" }
Apply effect poison
, of [your strength value] intensity, for [random number between 0 and 10, multiplied on player's pain value] seconds, onto body part, stored in body_part_to_poison
context value, ignoring player's immunity:
{
"u_add_effect": "poison",
"intensity": { "math": [ "u_val(strength)" ] },
"duration": { "math": [ "rand(10) * u_pain()" ] },
"target_part": { "context_val": "body_part_to_poison" },
"force_bool": true
}
You or NPC would have some bionic installed
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_add_bionic"/ "npc_add_bionic" | mandatory | string or variable object | Your character or the NPC will gain the bionic; Only one bionic per effect |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Install 1 bio_power_storage
onto your character:
{ "u_add_bionic": "bio_power_storage" }
Install 1 bionic, delivered from bionic_id
context value, onto your character:
{ "u_add_bionic": { "context_val": "bionic_id" } }
You or NPC would have some bionic uninstalled from your body
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_lose_bionic" / "npc_lose_bionic" | mandatory | string or variable object | Your character or the NPC will lose the bionic |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Uninstall 1 bio_power_storage
from your character:
{ "u_lose_bionic": "bio_power_storage" }
Uninstall 1 bionic, delivered from bionic_id
context value, onto your character:
{ "u_lose_bionic": { "context_val": "bionic_id" } }
Give character or NPC some mutation/trait
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_add_trait" / "npc_add_trait" | mandatory | string or variable object | id of trait that should be given |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Adds TELEPATH
trait to the character:
{ "u_add_trait": "TELEPATH" }
Adds trait, stored in trait_id
context value, to the character:
{ "u_add_trait": { "context_val": "trait_id" } }
Remove effect from character or NPC, if it has one
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_lose_effect" / "npc_lose_effect" | mandatory | string or variable object | id of effect to be removed; if character or NPC has no such effect, nothing happens |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ❌ | ❌ |
Removes infection
effect from player:
{ "u_lose_effect": "infection" }
Removes effect, stored in effect_id
context value, from the player:
{ "u_lose_effect": { "context_val": "effect_id" } }
Character or NPC got trait or mutation removed, if it has one
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_lose_trait" / "npc_lose_trait" | mandatory | string or variable object | id of mutation to be removed; if character or NPC has no such mutation, nothing happens |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
CHITIN
mutation is removed from character:
{ "u_lose_trait": "CHITIN" }
mutation, stored in mutation_id
context value, is removed from character:
{ "u_lose_trait": { "context_val": "mutation_id" } }
Your character or the NPC will activate the trait.
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_activate_trait" / "npc_activate_trait" | mandatory | string or variable object | id of trait/mutation to be activated |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
process_mutation
mutation would be activated, which trigger all effect it can cause, including activated_eocs
inside the mutation
{ "u_activate_trait": "process_mutation" }
Deactivate trait, which contained in this
context value:
{ "u_deactivate_trait": { "context_val": "this" } }
Your character or the NPC will deactivate the trait.
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_deactivate_trait" / "u_deactivate_trait" | mandatory | string or variable object | id of trait/mutation to be deactivated |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Deactivate BIOLUM1_active
trait:
{ "u_deactivate_trait": "BIOLUM1_active" }
Deactivate trait, which contained in that
context value:
{ "u_deactivate_trait": { "context_val": "that" } }
Your character or the NPC will learn the martial art style.
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_learn_martial_art" / "npc_learn_martial_art" | mandatory | string or variable object | martial art, that would be learned |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
The character learn Eskrima
{ "u_learn_martial_art": "style_eskrima" }
Character learn martial art, stored in ma_id
context value
{ "u_learn_martial_art": { "context_val": "ma_id" } }
Your character or the NPC will forget the martial art style.
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_forget_martial_art" / "npc_forget_martial_art" | mandatory | string or variable object | id of martial art to forget |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Character forget Eskrima
{ "u_forget_martial_art": "style_eskrima" }
Character forget martial art, stored in ma_id
context value
{ "u_forget_martial_art": { "context_val": "ma_id" } }
Save a personal variable, that you can check later using u_has_var
, npc_has_var
or math
(see Player or NPC conditions )
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_add_var" / "npc_add_var" | mandatory | string | name of variable, where the value would be stored |
"value" | mandatory | string | value, that would be stored in variable; incompatible with "possible_values" and "time" |
"possible_values" | mandatory | string array | array of values, that could be picked to be stored in variable; incompatible with "value" and "time" |
"time" | mandatory | boolean | default false; if true, the current time would be saved in variable; incompatible with "value" and "possible_values" |
"type", "context" | optional | string | additional text to describe your variable, can be used in u_lose_var or in math syntax, as type _context _variable_name |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ✔️ |
Saves personal variable u_met_godco_jeremiah
with general
type, meeting
context, and value `yes
{ "u_add_var": "u_met_godco_jeremiah", "type": "general", "context": "meeting", "value": "yes" }
Saves personal variable time_of_last_succession
with value of current time:
{ "u_add_var": "time_of_last_succession", "type": "timer", "time": true }
NPC (in this case it's actually item, see Beta Talkers) saves a personal variable function
with one of four values: morale
, focus
, pain
, or fatigue
(used in mi-go bio tech to create four different versions of the same item, with different effects, that would be revealed upon activation)
{
"npc_add_var": "function",
"type": "mbt",
"context": "f",
"possible_values": [ "morale", "focus", "pain", "fatigue" ]
}
Old variables, that was created in this way, could be migrated into math
, using u_
/npc_
+type
+_
+context
+_
+var
, for the sake of save compatibility between stable releases
For example:
{ "u_add_var": "gunsmith_ammo_ammount", "type": "number", "context": "artisans", "value": "800" }
could be moved to:
[ "u_number_artisans_gunsmith_ammo_amount", "=", "800" ]
Your character or the NPC will clear any stored variable that has the same name, type
and context
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_lose_var", "npc_lose_var" | mandatory | string | variable to be removed |
"type", "context" | optional | string | additional text to describe your variable; not mandatory, but required to remove correct variable |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ✔️ |
Character remove variable time_of_last_succession
{ "u_lose_var": "time_of_last_succession" }
Character remove variable on
of type bio
and context blade_electric
{ "u_lose_var": "on", "type": "bio", "context": "blade_electric" }
Your character or the NPC will adjust the stored variable by adjustment
. Slowly removed from usage in favor of math
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_adjust_var", "npc_adjust_var" | mandatory | string | variable to adjust |
"adjustment" | mandatory | int, float or variable object | size of adjustment |
"type", "context" | optional | string | additional text to describe your variable; not mandatory, but required to adjust correct variable |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Increases the variable mission_1
for 1
{ "u_adjust_var": "mission_1", "type": "mission", "context": "test", "adjustment": 1 }
Decreases the variable mission_2
for 5
{ "u_adjust_var": "mission_2", "type": "mission", "context": "test", "adjustment": -5 }
Increases the variable mission_3
for random amount from 0 to 50
{ "u_adjust_var": "mission_3", "type": "mission", "context": "test", "adjustment": { "math": [ "rand(50)" ] } }
Store string from set_string_var
in the variable object target_var
Syntax | Optionality | Value | Info |
---|---|---|---|
"set_string_var" | mandatory | string, variable object, or array of both | value, that would be put into target_var |
"target_var" | mandatory | variable object | variable, that accept the value; usually context_val |
"parse_tags" | optional | boolean | Allo if parse custom entries in string before storing |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Replace value of variable foo
with value bar
{ "set_string_var": "bar", "target_var": "foo" }
set trait_id
context value as perk_holdout_pocket
; further down, { "u_add_trait": { "context_val": "trait_id" } }
is used to give this trait
{ "set_string_var": "perk_holdout_pocket", "target_var": { "context_val": "trait_id" } }
Replace text in place_name
variable with one of 5 string, picked randomly; further down, a "place_override": "place_name"
is used to override the location name with one of this five
{
"set_string_var": [ "Somewhere", "Nowhere", "Everywhere", "Yesterday", "Tomorrow" ],
"target_var": { "global_val": "place_name" }
}
Concatenate string of variable foo
and bar
{ "set_string_var": "<global_val:foo><global_val:bar>", "target_var": { "global_val": "new" }, "parse_tags": true }
Create a context value with condition, that you can pass down the next topic or EoC, using get_condition
. Used, if you need to have dozens of EoCs, and you don't want to copy-paste it's conditions every time (also it's easier to maintain or edit one condition, comparing to two dozens)
Syntax | Optionality | Value | Info |
---|---|---|---|
"set_condition" | mandatory | string or variable object | id of condition |
"condition" | mandatory | dialogue condition | condition itself |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Save the condition season is not winter, and it is a daytime
into random_enc_condition
variable, then call the EoC second_test
. Second EoC uses random_enc_condition
to check and print message
{
"type": "effect_on_condition",
"id": "test",
"effect": [
{ "set_condition": "random_enc_condition", "condition": { "and": [ { "not": { "is_season": "winter" } }, "is_day" ] } },
{ "run_eocs": "second_test" }
]
},
{
"type": "effect_on_condition",
"id": "second_test",
"condition": { "get_condition": "random_enc_condition" },
"effect": [ { "u_message": "Yay, our condition works!" } ]
}
Search a specific coordinates of map around u_
, npc_
or target_params
and save them in variable
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_location_variable" / "npc_location_variable" | mandatory | variable object | variable, where the location would be saved |
"min_radius", "max_radius" | optional | int, float or variable object | default 0; radius around the player or NPC, where the location would be searched |
"outdoor_only" | optional | boolean | default false; if true, only outdoor values would be picked |
"passable_only" | optional | boolean | default false; if true, only passable values would be picked |
"target_params" | optional | assign_mission_target | if used, the search would be performed not from u_ or npc_ location, but from mission_target . it uses an assign_mission_target syntax |
"x_adjust", "y_adjust", "z_adjust" | optional | int, float or variable object | add this amount to x , y or z coordinate in the end; "x_adjust": 2 would save the coordinate with 2 tile shift to the right from targeted |
"z_override" | optional | boolean | default is false; if true, instead of adding up to z level, override it with absolute value; "z_adjust": 3 with "z_override": true turn the value of z to 3 |
"terrain" / "furniture" / "trap" / "monster" / "zone" / "npc" | optional | string or variable object | if used, search the entity with corresponding id between target_min_radius and target_max_radius ; if empty string is used (e.g. "monster": "" ), return any entity from the same radius |
"target_min_radius", "target_max_radius" | optional | int, float or variable object | default 0, min and max radius for search, if previous field was used |
"true_eocs" | optional | string, variable object, effect_on_condition or range of all of them |
if the location was found, all EoCs from this field would be triggered; |
"false_eocs" | optional | string, variable object, effect_on_condition or range of all of them |
if the location was not found, all EoCs from this field would be triggered |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Saves the current location into i_am_here
variable:
{ "u_location_variable": { "u_val": "i_am_here" } },
Search overmap terrain afs_crashed_escape_pod
on z-level 0, range 500 overmap tiles, search t_metal_floor
terrain in this overmap, and save its coordinates into new_map
variable (target_params
uses assign_mission_target syntax):
{
"u_location_variable": { "global_val": "new_map" },
"target_params": { "om_terrain": "afs_crashed_escape_pod", "search_range": 500, "z": 0 },
"terrain": "t_metal_floor",
"target_max_radius": 30,
"min_radius": 0,
"max_radius": 0
}
Search the map, that contain house
in it's id on a range 200-1200 overmap tiles, picks random from them, and save its coordinates into OM_missionspot
variable:
{
"u_location_variable": { "global_val": "OM_missionspot" },
"target_params": {
"om_terrain": "house",
"om_terrain_match_type": "CONTAINS",
"search_range": 1200,
"min_distance": 200,
"random": true
}
}
Allow adjust location value, obtained by u_location_variable
, and share the same syntax and rules
Syntax | Optionality | Value | Info |
---|---|---|---|
"location_variable_adjust" | mandatory | variable object | variable, where the location would be saved |
"x_adjust", "y_adjust", "z_adjust" | optional | int, float or variable object | add this amount to x , y or z coordinate in the end; "x_adjust": 2 would save the coordinate with 2 tile shift to the right from targeted |
"z_override" | optional | boolean | default is false; if true, instead of adding up to z level, override it with absolute value; "z_adjust": 3 with "z_override": true turn the value of z to 3 |
"overmap_tile" | optional | boolean | default is false; if true, the adjustments will be made in overmap tiles rather than map tiles |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Move coordinates in location_var
value one tile to the right
{ "location_variable_adjust": "location_var", "x_adjust": 1 }
Move portal_storm_center
coordinates randomly at 1 overmap tile in any direction, except Z
{
"location_variable_adjust": { "global_val": "portal_storm_center" },
"overmap_tile": true,
"x_adjust": [ -1, 1 ],
"y_adjust": [ -1, 1 ]
}
Opens a menu allowing the player to choose a new hair style
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ❌ | ❌ | ❌ | ❌ | ❌ |
"barber_hair"
{
"type": "effect_on_condition",
"id": "test",
"effect": "barber_hair"
}
Opens a menu allowing the player to choose a new beard style.
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ❌ | ❌ | ❌ | ❌ | ❌ |
"barber_beard"
{
"type": "effect_on_condition",
"id": "test",
"effect": "barber_beard"
}
{
"type": "effect_on_condition",
"id": "test",
"effect": [ "barber_hair", "barber_beard" ]
}
Your character or the npc will learn and memorize the recipe
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_learn_recipe" / "npc_learn_recipe" | mandatory | string or variable object | Recipe, that would be learned |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
You learn a recipe of cattail_jelly
{ "u_learn_recipe": "cattail_jelly" }
You learn a recipe, that was passes by recipe_id
context value
{ "u_learn_recipe": { "context_val": "recipe_id" } }
Your character or the npc will forget the recipe
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_forget_recipe" / "npc_forget_recipe" | mandatory | string or variable object | recipe, that would be forgotten |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
You forget the recipe inventor_research_base_1
{ "u_forget_recipe": "inventor_research_base_1" }
You forget a recipe, that was passes by recipe_id
context value
{ "u_forget_recipe": { "context_val": "recipe_id" } }
Changes the initial talk_topic of the NPC in all future dialogues.
Syntax | Optionality | Value | Info |
---|---|---|---|
"npc_first_topic" | mandatory | string or variable object | topic, that would be used |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
❌ | ❌ | ✔️ | ❌ | ❌ | ❌ |
Override the initial lighthouse girl topic TALK_lighthouse_girl_start
with TALK_lighthouse_girl_safe
{ "npc_first_topic": "TALK_lighthouse_girl_safe" }
Your character or the NPC will be wet as if they were in the rain.
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_add_wet" / "npc_add_wet" | mandatory | int, float or variable object | How much wetness would be added (in percent) |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Makes you 10% wet (whatever that means)
"effect": [ { "u_add_wet": 10 } ]
Emit a sound
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_make_sound" / "npc_make_sound" | mandatory | string or variable object | description of the sound |
"volume" | mandatory | int, float or variable object | how loud the sound is (1 unit = 1 tile around the character) |
"type" | mandatory | string or variable object | Type of the sound; Could be one of background , weather , music , movement , speech , electronic_speech , activity , destructive_activity , alarm , combat , alert , or order |
"target_var" | optional | variable object | if set, the center of the sound would be centered in this variable's coordinates instead of you or NPC |
"snippet" | optional | boolean | default false; if true, _make_sound would use a snippet of provided id instead of a message |
"same_snippet" | optional | boolean | default false; if true, it will connect the talker and snippet, and will always provide the same snippet, if used by this talker; require snippets to have id's set |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
Generate a sound Hi there!
15 tiles around the NPC
{ "npc_make_sound": "Hi there!", "volume": 15, "type": "speech" },
Generate a a high-pitched squeal.
60 tiles around grass_transform
{
"u_make_sound": "a high-pitched squeal.",
"target_var": { "global_val": "grass_transform" },
"volume": 60,
"type": "alert"
},
Would pick a random swear from <swear>
snippet, and always would be the same (if item call this EoC, it would always have the same swear)
{ "u_make_sound": "<swear>", "snippet": true, "same_snippet": true }
Increases or decreases your healthiness (respond for disease immunity and regeneration).
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_mod_healthy" / "npc_mod_healthy" | mandatory | int, float or variable object | Amount of health to be added |
"cap" | optional | int, float or variable object | cap for healthiness, beyond which it can't go further |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Your health is decreased by 1, but not smaller than -200
{ "u_mod_healthy": -1, "cap": -200 }
Your character or the NPC will gain a morale bonus
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_add_morale" / "npc_add_morale" | mandatory | string or variable object | morale_type , that would be given by effect |
"bonus" | mandatory | int, variable object or array of both | default 1; mood bonus or penalty, that would be given by effect; can be stacked up to max_bonus cap, but each bonus is lower than previous (e.g. bonus of 100 gives mood bonus as 100, 141, 172, 198, 221 and so on) |
"max_bonus" | mandatory | int, variable object or array of both | default false; cap, beyond which mood won't increase or decrease |
"duration" | optional | int, duration or variable object | default 1 hour; how long the morale effect would last |
"decay_start" | optional | int, duration or variable object | default 30 min; when the morale effect would start to decay |
"capped" | optional | boolean | default false; if true, bonus is not decreased when stacked (e.g. bonus of 100 gives mood bonus as 100, 200, 300 and so on) |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Gives morale_afs_drugs
thought with +1 mood bonus
{
"u_add_morale": "morale_afs_drugs",
}
gives +20 mood morale_feeling_good
bonus, that can be stacked up to +50, for 4 hours without decay start in 2 hours
{
"u_add_morale": "morale_feeling_good",
"bonus": 20,
"max_bonus": 50,
"duration": "240 minutes",
"decay_start": "120 minutes"
}
Your character or the NPC will lose picked morale_type
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_lose_morale" / "npc_lose_morale" | mandatory | string or variable object | thought to remove |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
removes bad_mood
morale from you
{ "u_lose_morale": "bad_mood" }
removes morale type, delivered by morale_id
{ "u_lose_morale": { "context_val": "morale_id" } }
Your character gains trust with the speaking NPC's faction, which affects which items become available for trading from shopkeepers of that faction. Can be used only in talk_topic
, as the code relies on the NPC you talk with to obtain info about it's faction
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_add_faction_trust" | mandatory | int, float or variable object | amount of trust to give or remove |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
❌ | ❌ | ✔️ | ❌ | ❌ | ❌ |
adds 5 points to faction trust
{ "u_add_faction_trust": 5 }
adds [ your strength stat ] amount of faction trust
{ "u_add_faction_trust": { "math": [ "u_val('strength')" ] } }
same as u_add_faction_trust
, not used in favor of u_add_faction_trust
with negative number
Display a text message in the log. u_message
and npc_message
display a message only if you or NPC is avatar. message
always displays a message.
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_message" / "npc_message" / "message" | mandatory | string or variable object | message, that would be printed; If snippet is true, id of a snippet that would be printed |
"type" | optional | string or variable object | default neutral; how the message would be displayed in log (usually means the color); could be any of good (green), neutral (white), bad (red), mixed (purple), warning (yellow), info (blue), debug (appear only if debug mode is on), headshot (purple), critical (yellow), grazing (blue) |
"sound" | optional | boolean | default false; if true, shows message only if player is not deaf |
"outdoor_only" | optional | boolean | default false; if true, and sound is true, the message is harder to hear if you are underground |
"snippet" | optional | boolean | default false; if true, the effect instead display a random snippet from u_message |
"same_snippet" | optional | boolean | default false; if true, and snippet is true, it will connect the talker and snippet, and will always provide the same snippet, if used by this talker; require snippets to have id's set |
"popup" | optional | boolean | default false; if true, the message would generate a popup with u_message |
"popup_w_interrupt_query" | optional | boolean | default false; if true, and popup is true, the popup will interrupt any activity to send a message |
"interrupt_type" | optional | boolean | default is "neutral"; distraction_type , that would be used to interrupt, one that used in distraction manager; full list exist inactivity_type.cpp |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
Send a red-colored Bad json! Bad!
message in the log
{ "u_message": "Bad json! Bad!", "type": "bad" }
Print a snippet from local_files_simple
, and popup it. The snippet is always the same
{ "u_message": "local_files_simple", "snippet": true, "same_snippet": true, "popup": true }
You or NPC cast a spell. The spell uses fake spell data (ignore energy_cost
, energy_source
, cast_time
, components
, difficulty
and spell_class
fields), and uses additional fields
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_cast_spell" / "npc_cast_spell" | mandatory | variable object | information of what spell and how it should be casted |
"id" | mandatory | string or variable object | part of _cast_spell ; define the id of spell to cast |
"hit_self" | optional | boolean | part of _cast_spell ; default false; if true, the spell could affect the caster (either as self damage from AoE spell, or as applying effect for buff spell) |
"message" | optional | string or variable object | part of _cast_spell ; message to send when spell is casted |
"npc_message" | optional | string or variable object | part of _cast_spell ; message if npc uses |
"min_level", "max_level" | optional | int, float or variable object | part of _cast_spell ; level of the spell that would be casted (min level define what the actual spell level would be casted, adding max_level make EoC pick a random level between min and max) |
"targeted" | optional | boolean | default false; if true, allow you to aim casted spell, otherwise cast it in the location set by "loc" |
"loc" | optional | variable object | Set target location of the spell. If not used, target to caster's location |
"true_eocs" | optional | string, variable object, effect_on_condition or range of all of them |
if spell was casted successfully, all EoCs from this field would be triggered; |
"false_eocs" | optional | string, variable object, effect_on_condition or range of all of them |
if spell was not casted successfully, all EoCs from this field would be triggered |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ❌ | ❌ |
You cast spell_1
spell
{ "u_cast_spell": { "id": "spell_1" } }
You cast a spell_boom
spell, that can be aimed, and create message BOOM!
in the log
{
"u_cast_spell": { "id": "spell_boom", "message": "BOOM!" },
"targeted": true
}
You cast spell_healing
spell of 1-6 level, that can hit you, with message
{
"u_cast_spell": {
"id": "spell_healing",
"hit_self": true
"min_level": 1,
"max_level": 6,
"message": "Your flesh is healed!"
}
}
You cast a this_spell_can_target_only_robots
spell; if it success, EOC_ROBOT_IS_DEAD
is triggered, otherwise EOC_NOT_A_ROBOT
is triggered
{
"u_cast_spell": { "id": "this_spell_can_target_only_robots" },
"true_eocs": [ "EOC_ROBOT_IS_DEAD" ],
"false_eocs": [ "EOC_NOT_A_ROBOT" ]
}
NPC or character will start an activity
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_assign_activity" / "npc_assign_activity" | mandatory | string or variable object, | id of activity to start |
"duration" | mandatory | int, duration or variable object | how long the activity would last |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
You assign activity ACT_GAME
for 45 minutes
{ "u_assign_activity": "ACT_GAME", "duration": "45 minutes" }
You or NPC is teleported to target_var
coordinates
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_teleport", / "npc_teleport" | mandatory | variable object | location to teleport; should use target_var , created previously |
"success_message" | optional | string or variable object | message, that would be printed, if teleportation was successful |
"fail_message" | optional | string or variable object | message, that would be printed, if teleportation was failed, like if coordinates contained creature or impassable obstacle (like wall) |
"force" | optional | boolean | default false; if true, teleportation can't fail - any creature, that stand on target coordinates, would be brutally telefragged, and if impassable obstacle occur, the closest point would be picked instead |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ✔️ |
You teleport to winch_teleport
coordinates
{ "u_teleport": { "u_val": "winch_teleport" } }
You teleport to grass_place
with message Yay!
; as force
boolean is true
, you can't fail it.
{
"u_teleport": { "global_val": "grass_place" },
"success_message": "Yay!",
"fail_message": "Something is very wrong!",
"force": true
}
HP of you or NPC would be set to some amount
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_set_hp" / "npc_set_hp" | mandatory | int, float or variable object | amount of HP to set |
"target_part" | optional | string or variable object | default whole body; if used, the HP adjustment would be applied only to this body part |
"only_increase" | optional | boolean | default false; if true, the HP could be only increased |
"main_only" | optional | boolean | default false; if true, only main body parts would be affected - arms, legs, head, torso etc.; can't be used with minor_only |
"minor_only" | optional | boolean | default false; if true, only minor parts would be affected - eyes, mouth, hands, foots etc.; can't be used with main_only |
"max" | optional | boolean | default false; if true, _set_hp value would be ignored, and body part would be healed to it's max HP |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
HP of whole body would be set to 10
{ "u_set_hp": 10 }
Random bodypart would be healed entirely
{ "u_set_hp": 0, "max": true, "target_part": "RANDOM" }
You increase the HP of your minor parts to 50, if possible
{ "u_set_hp": 50, "minor_only": true, "only_increase": true }
You heal your right leg for 10 HP; in detail, you set the HP of your right leg to be 10 HP bigger than it's current HP; what people could do to not add u_adjust_hp
XD
{ "u_set_hp": { "math": [ "u_hp('leg_r') + 10" ] }, "target_part": "leg_r" }
You or NPC will instantly die
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ❌ | ✔️ |
You die
"u_die"
You and NPC both die
{
"type": "effect_on_condition",
"id": "both_are_ded",
"effect": [ "u_die", "npc_die" ]
}
You or NPC will be prevented from death. Intended for use in EoCs has NPC_DEATH
or EVENT(character_dies)
type (Take care that u will be the dying npc in these events).
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
NPC is prevented from death.
NPC_DEATH
{
"type": "effect_on_condition",
"id": "EOC_event_NPC_DEATH_test",
"eoc_type": "NPC_DEATH",
"effect": [ "u_prevent_death" ]
}
EVENT
{
"type": "effect_on_condition",
"id": "EOC_event_character_dies_test",
"eoc_type": "EVENT",
"required_event": "character_dies",
"condition": { "u_has_trait": "DEBUG_PREVENT_DEATH" },
"effect": [ "u_prevent_death" ]
}
Alpha or beta talker forced to use a technique or special attack
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_attack" / "npc_attack" | mandatory | string, boolean or variable object | technique, that would be used; "tec_none" can be used, in this case a default autoattack would be used |
"allow_special" | optional | boolean | default true; if true, special attacks should be selected (special_attack that monsters can use, like monster_attack or spell ) |
"allow_unarmed" | optional | boolean | default true; if true, unarmed techniques can be considered |
"forced_movecost" | optional | int or variable object | default -1; If used, attack will consume this amount of moves (100 moves = 1 second); negative value make it use the default movecost of attack |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
you use autoattack
{
"type": "effect_on_condition",
"id": "EOC_attack_test",
"effect": [ { "u_attack": "tec_none" } ]
},
mutator valid_technique
return random technique, that alpha talker can use; this technique is set into random_attack
global variable; then you attack using this technique
{
"type": "effect_on_condition",
"id": "EOC_attack_mutator",
"effect": [
{ "set_string_var": { "mutator": "valid_technique" }, "target_var": { "global_val": "random_attack" } },
{ "u_attack": { "global_val": "random_attack" } }
]
}
Picks random pankration technique, assign it to pankration_random_attack
, and use it in attack
{
"type": "effect_on_condition",
"id": "EOC_attack_random_tech",
"effect": [
{
"set_string_var": [
"tec_pankration_cross",
"tec_pankration_kick",
"tec_pankration_grabknee",
"tec_pankration_grabdisarm",
"tec_pankration_grabthrow"
],
"target_var": { "context_val": "pankration_random_attack" }
},
{ "u_attack": { "context_val": "pankration_random_attack" } }
]
}
Give item a flag
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_set_flag" / "npc_set_flag" | mandatory | string or variable object | id of flag that should be given |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
❌ | ❌ | ❌ | ❌ | ❌ | ✔️ |
Make item filthy
{ "npc_set_flag": "FILTHY" }
Remove a flag from item
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_unset_flag" / "npc_unset_flag" | mandatory | string or variable object | id of flag that should be remove |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
❌ | ❌ | ❌ | ❌ | ❌ | ✔️ |
Make item clean
{ "npc_unset_flag": "FILTHY" }
You activate beta talker / NPC activates alpha talker. One must be a Character and the other an item.
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_activate" / "npc_activate" | mandatory | string or variable object | use action id of item that activate |
"target_var" | optional | variable object | if set, target location is forced this variable's coordinates |
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Force you consume drug item
{ "u_activate": "consume_drug" }
Spawn and place the item
Syntax | Optionality | Value | Info |
---|---|---|---|
"map_spawn_item" | mandatory | string or variable object | id of item or item group that should spawn |
"loc" | optional | variable object | Location that the item spawns. If not used, spawns from player's location |
"count" | optional | int or variable object | default 1; Number of item copies |
"container" | optional | string or variable object | id of container. Item is contained in container if specified |
"use_item_group" | optional | bool | default false; If true, it will instead pull an item from the item group given. |
Spawn a plastic bottle on ground
{
"type": "effect_on_condition",
"id": "EOC_map_spawn_item",
"effect": [
{ "set_string_var": { "mutator": "loc_relative_u", "target": "(0,1,0)" }, "target_var": { "context_val": "loc" } },
{ "map_spawn_item": "bottle_plastic", "loc": { "mutator": "loc_relative_u", "target": "(0,1,0)" } }
]
},
Map updates are related to any change in the map, weather, or coordinates, and any talker can use them
Update the map with changes, described in mapgen_update
Syntax | Optionality | Value | Info |
---|---|---|---|
"mapgen_update" | mandatory | string, variable objects or array | With no other parameters, update the overmap tile at player's current location with changes in update_mapgen_id id. If array is used, the map would be updated for each id |
"time_in_future" | optional | int, duration, variable object) or value between two | If used, the map change would be delayed for this amount of time. "infinity" could be used, to make location not update until key event happen |
"key" | optional | string or variable object | id of the event, that you can call outside of EoC to trigger map update. Key should be alter_timed_events |
"target_var" | optional | variable objects | if used, the target from variable would be used instead of player's current location. It uses assign_mission_target syntax |
Update the map with map_spawn_seller
map
{ "mapgen_update": "map_spawn_seller" }
Update the map with map_spawn_terrain
, then map_spawn_furniture
, then map_spawn_trap
, then map_spawn_field
{ "mapgen_update": [ "map_spawn_terrain", "map_spawn_furniture", "map_spawn_trap", "map_spawn_field" ] }
Update the small_pond
with map_bridge
when as_soon_as_this_event_trigger
event occur
{ "mapgen_update": "map_bridge", "om_terrain": "small_pond", "key": "as_soon_as_this_event_trigger" }
Update the robofachq_subcc_a2
in ancilla_bar_loc
coordinates, with nest_ancilla_bar_place_BEMs
map
{
"mapgen_update": "nest_ancilla_bar_place_BEMs",
"om_terrain": "robofachq_subcc_a2",
"target_var": { "global_val": "ancilla_bar_loc" }
}
Save picked location, and then restore it to this state
Usually used as revert_location
with "time_in_future": "infinity"
, to save mold of location, and some key
. Then mapgen_update
is used to alter location. In the end, alter_timed_events
with key
is called to actually revert location.
Syntax | Optionality | Value | Info |
---|---|---|---|
"revert_location" | mandatory | variable object | id of variable, where the location would be stored |
"time_in_future" | mandatory | int, duration, variable object) or value between two | when the location should be reverted; "infinity" could be used, to make location not update until key event happen |
"key" | optional | string or variable objects | id of the event, that you can call outside of EoC to trigger location reverse. Key should be alter_timed_events |
Store vitrified_farm_ground
. When vitrified_farm_escape_key
is called, the location is reverted
{
"revert_location": { "global_val": "vitrified_farm_ground" },
"time_in_future": "infinite",
"key": "vitrified_farm_escape_key"
},
All effects, that has this event as a key
, would be triggered, if they did not yet. Usually used with mapgen_update
or revert_location
with "time_in_future": "infinite"
Syntax | Optionality | Value | Info |
---|---|---|---|
"alter_timed_events" | mandatory | string or variable object | id of the event, that you can call outside of EoC to trigger map update. Key should be alter_timed_events |
"time_in_future" | optional | int, duration, variable object) or value between two | If used, all related effects would be triggered not instantly, but this amount of time after the trigger |
Trigger every effect, that has portal_dungeon
as a key
{ "alter_timed_events": "portal_dungeon" }
for example, if this effect would exist, and alter_timed_events
occur, the location would be reverted
{
"revert_location": { "global_val": "portal_dungeon" },
"time_in_future": "infinite",
"key": "portal_dungeon_entrance"
}
Allows supercharging monster in electrical fields, legacy command for lightning weather
Forces a check for what weather it should be. Doesn't force the weather change itself, so if conditions is not met, or custom weather has lower priority, the weather won't change
Sets the ambient light of the world for some amount of time, ignoring time or sun/moon light
Syntax | Optionality | Value | Info |
---|---|---|---|
"custom_light_level" | mandatory | int, variable object or value between two | level of light from 0 to 125, where 0 is complete darkness, where 125 is daylight |
"length" | mandatory | int, duration, variable object or value between two | how long the effect would last |
"key" | optional | string or variable object | id of the event, that you can call outside of EoC to trigger map update. Key should be alter_timed_events |
Highlight the world for 1-10 seconds
{ "custom_light_level": 100, "length": [ "1 seconds", "10 seconds" ] }
Darken the world for 1 day or until who_turn_off_the_light
would be triggered
{ "custom_light_level": 0, "length": "1 day", "key": "who_turn_off_the_light" }
transform the territory around you, npc or target using ter_furn_transform
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_transform_radius" / "npc_transform_radius" | mandatory | int or variable object | range, where transformation occur |
"ter_furn_transform" | mandatory | string or variable object | ter_furn_transform , that would be used to transform territory around |
"target_var" | optional | variable object | if used, the target from variable would be used instead of player's current location. It uses assign_mission_target syntax |
"time_in_future" | optional | int, duration, variable object or value between two | delay when the location should be transformed; "infinity" could be used, to make location not update until key event happen |
"key" | optional | string or variable object) | id of the event, that you can call outside of EoC to trigger map update. Key should be alter_timed_events |
transform everything 5 tiles around player according to merc_spike_transform
{ "u_transform_radius": 5, "ter_furn_transform": "merc_spike_transform" }
transform the door_transform
2 tiles around player, according detonate_the_door
, in 2-10 seconds, or if detonator
event happens
{
"u_transform_radius": 2,
"ter_furn_transform": "detonate_the_door",
"target_var": { "global_val": "door_transform" },
"time_in_future": [ "2 seconds", "10 seconds" ],
"key": "detonator"
}
Transform terrain, furniture, fields or traps on a line between two coordinates
Syntax | Optionality | Value | Info |
---|---|---|---|
"transform_line" | mandatory | string or variable object | ter_furn_transform, that would be used to transform terrain |
"first", "second" | mandatory | variable object | coordinates, created by u_location_variable , between which the line would be drawn |
change the terrain between point_0
and point_1
according to blood_trail
ter_furn_transform
{
"transform_line": "blood_trail",
"first": { "global_val": "point_0" },
"second": { "global_val": "point_1" }
}
Override the current player location for some amount of time or until event would be called
Syntax | Optionality | Value | Info |
---|---|---|---|
"place_override" | mandatory | string or variable object | new name of the location; |
"length" | mandatory | int, duration, variable object or value between two | how long changed name would last; "infinity" could be used, to make location not revert until key event happen |
"key" | optional | string or variable object | id of the event, that you can call outside of EoC to trigger map update. Key should be alter_timed_events |
change the name of your current location to devilish place
to 11 minutes 6 seconds (666 seconds)
{
"place_override": "devilish place",
"length": 666
}
{
"place_override": "devilish place",
"length": "666 s"
}
Set place_name
to be one of five from a range randomly, then set it for cell_time
time
{
"set_string_var": [ "Somewhere", "Nowhere", "Everywhere", "Yesterday", "Tomorrow" ],
"target_var": { "global_val": "place_name" }
},
{
"place_override": { "global_val": "place_name" },
"length": { "u_val": "cell_time" }
}
Spawn some monsters around you, NPC or target_var
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_spawn_monster", "npc_spawn_monster" | mandatory | string or variable object | monster that would be spawned |
"real_count" | optional | int, variable object or value between two | default 0; amount of monsters, that would be spawned |
"hallucination_count" | optional | int, variable object or value between two | default 0; amount of hallucination versions of the monster that would be spawned |
"group" | optional | boolean | default false; if true, _spawn_monster would spawn a monster from monstergroup ; the game pick only one monster from group, so to create mix from different monsters from monstergroup, multiple u_spawn_monster should be used |
"min_radius", "max_radius" | optional | int, variable object or value between two | default 1 and 10 respectively; range around the target, where the monster would spawn |
"outdoor_only"/ "indoor_only" | optional | boolean | default false; if used, monsters would be able to spawn only outside or only inside buildings |
"open_air_allowed" | optional | boolean | default false; if true, monsters can spawn in the open air |
"target_range" | optional | int, variable object or value between two | if _spawn_monster is empty, pick a random hostile critter from this amount of tiles from target |
"lifespan" | optional | int, duration, variable object or value between two | if used, critters would live that amount of time, and disappear in the end |
"target_var" | optional | variable object | if used, the monster would spawn from this location instead of you or NPC |
"spawn_message", "spawn_message_plural" | optional | string or variable object | if you see monster or monsters that was spawned, related message would be printed |
"true_eocs", "false_eocs" | optional | eocs_array | if at least 1 monster was spawned, all EoCs from true_eocs is called, otherwise all EoCs from false_eocs is called |
Spawn 2-5 zombies in range 3-24 around player with lifespan 40-120 seconds, with messages if player see spawn
{
"u_spawn_monster": "mon_zombie",
"real_count": [ 2, 5 ],
"min_radius": [ 3, 5 ],
"max_radius": [ 11, 24 ],
"lifespan": [ "40 seconds", "2 minutes" ],
"spawn_message": "Zombie!",
"spawn_message_plural": "Zombies!"
}
Pick a random monster 50 tiles around the player, and spawn it's hallucination copy near the player
{
"u_spawn_monster": "",
"hallucination_count": 1,
"target_range": 50
}
Spawn some NPC near you or another NPC
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_spawn_npc", "npc_spawn_npc" | mandatory | string or variable object | class of NPC, that would be spawned |
"unique_id" | optional | string or variable object | --- |
"traits" | optional | string, variable object or array | additional traits/mutations that NPC would have upon spawn |
"real_count" | optional | int, variable object or value between two | default 0; amount of NPCs, that would be spawned |
"hallucination_count" | optional | int, variable object or value between two | default 0; amount of hallucination versions of NPC that would be spawned |
"min_radius", "max_radius" | optional | int, variable object or value between two | default 1 and 10 respectively; range around the target, where the monster would spawn |
"outdoor_only"/ "indoor_only" | optional | boolean | default false; if used, NPC would be able to spawn only outside or only inside buildings |
"open_air_allowed" | optional | boolean | default false; if true, NPC can spawn in the open air |
"lifespan" | optional | int, duration, variable object or value between two | if used, NPC would live that amount of time, and disappear in the end |
"target_var" | optional | variable object | if used, the NPC would spawn from this location instead of you or NPC |
"spawn_message", "spawn_message_plural" | optional | string or variable object | if you see NPC or NPCs that was spawned, related message would be printed |
"true_eocs", "false_eocs" | optional | eocs_array | if at least 1 monster was spawned, all EoCs from true_eocs is called, otherwise all EoCs from false_eocs is called |
Spawn 2 hallucination portal_person
s, outdoor, 3-5 tiles around the player, for 1-3 minutes and with messages
{
"u_spawn_npc": "portal_person",
"hallucination_count": 2,
"outdoor_only": true,
"min_radius": 3,
"max_radius": 5,
"lifespan": [ "1 minutes", "3 minutes" ],
"spawn_message": "A person steps nearby from somewhere else.",
"spawn_message_plural": "Several identical people walk nearby from nowhere."
}
spawn a field around player. it is recommended to not use it in favor of u_transform_radius
, if possible
Syntax | Optionality | Value | Info |
---|---|---|---|
"u_set_field", "npc_set_field" | mandatory | string or variable object | id of field to spawn around the player |
"intensity" | optional | int, variable object or value between two | default 1; intensity of field to spawn |
"radius" | optional | int, variable object or value between two | default 10000000; radius of a field to spawn |
"age" | optional | int, duration, variable object or value between two | how long the field would last |
"outdoor_only"/ "indoor_only" | optional | boolean | default false; if used, field would be spawned only outside or only inside buildings |
"hit_player" | optional | boolean | default true; if field spawn where the player is, process like player stepped on this field |
"target_var" | optional | variable object | if used, the field would spawn from this location instead of you or NPC |
Spawn blood 10 tiles around the player outdoor
{ "u_set_field": "fd_blood", "radius": 10, "outdoor_only": true, "intensity": 3 }