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Effect On Condition

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.)

Contents

Fields

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 types

EOC_TYPE can be any of:

  • ACTIVATION - activated manually.
  • RECURRING - activated automatically on schedule (see recurrence)
  • SCENARIO_SPECIFIC - automatically invoked once on scenario start.
  • AVATAR_DEATH - automatically invoked whenever the current avatar dies (it will be run with the avatar as u), 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 tiles
  • PREVENT_DEATH - whenever the current avatar dies it will be run with the avatar as u, 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.

Alpha and Beta Talkers

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

Typical Alpha and Beta Talkers by cases

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

Value types

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

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 talker
  • global_val - variable, that is store in the world, and won't be lost until you delete said world
  • context_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

Reactivation Support

Important to remember that reactivated EOCs currently lose all context variables and conditions. Fixing this is a desired feature.

Examples:

  {
    "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 }
  }

Condition:

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:

Boolean logic

Conditions can be combined into blocks using "and", "or" and "not"

  • "and" allow to check multiple conditions, and if each of them are true, condition return true, otherwise false
  • "or" allow to check multiple conditions, and if at least one of them is true, condition return true, otherwise false
  • "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 get true, the condition return false

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"
  ]
}

Possible conditions

u_maleu_female, npc_malenpc_female

  • type: simple string
  • return true if alpha or beta talker is male or female

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️

Examples

return true if alpha talker is female

"condition": "npc_female",

u_is_avataru_is_npc, u_is_characteru_is_monsteru_is_itemu_is_furniture, npc_is_avatarnpc_is_npc, npc_is_characternpc_is_monsternpc_is_itemnpc_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 Avatar
  • character is both NPC or Avatar

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️ ✔️ ✔️

Examples

return true if alpha talker is character (avatar or NPC)

"condition": "u_is_character",

u_at_om_locationnpc_at_om_location

  • 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

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️ ✔️ ✔️

Examples

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" }

u_has_traitnpc_has_trait, u_has_any_trait, npc_has_any_trait

  • 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;

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️

Examples

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" ] }

u_has_visible_traitnpc_has_visible_trait

  • 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

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️

Examples

Checks do alpha talker has FEATHERS mutation

{ "u_has_trait": "FEATHERS" }

u_has_martial_artnpc_has_martial_art

  • type: string or variable object
  • return true if alpha or beta talker has some martial art

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️

Examples

{ "u_has_martial_art": "style_aikido" }

u_using_martial_artnpc_using_martial_art

  • type: string or variable object
  • return true if alpha or beta talker using the martial art

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️

Examples

{ "u_using_martial_art": "style_aikido" }

u_has_flagnpc_has_flag

  • 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

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️ ✔️

Examples

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" }

u_has_speciesnpc_has_species

  • type: string or variable object
  • true if alpha or beta talker has the defined species

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️

Examples

alpha talker is SLIME

{ "u_has_species": "SLIME" }

u_bodytypenpc_bodytype

  • type: string or variable object
  • true if alpha / beta talker monster has the defined bodytype
  • for player / NPC return true if bodytype is human

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️

Examples

alpha talker has bodytype migo , and beta has bodytype human

{ "u_bodytype": "migo" }, { "npc_bodytype": "human" }

u_has_varnpc_has_var

  • type: string
  • checks do alpha or beta talker has specific variables, that was added u_add_var or npc_add_var
  • type, context and value of the variable is also required

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️ ✔️ ✔️

Examples

Checks do alpha talker has u_met_sadie variable

{ "u_has_var": "u_met_sadie", "type": "general", "context": "meeting", "value": "yes" }

expects_vars

  • 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

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️ ✔️ ✔️

Examples

checks this var exists

{ "expects_vars": [ "u_met_me", "u_met_you", "u_met_yourself" ] }

u_compare_varnpc_compare_var

  • 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

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️ ✔️ ✔️

Examples

gunsmith_ammo_from is equal to 545

{ "u_compare_var": "gunsmith_ammo_from", "type": "number", "context": "artisans", "op": "==", "value": 545 }

u_compare_time_since_varnpc_compare_time_since_var

  • 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 and time is required

Examples

Checks is RandEnc was added more than 1 hour ago

{ "u_compare_time_since_var": "RandEnc", "type": "timer", "context": "caravan", "op": ">", "time": "1 h" }

compare_string

  • type: pair of strings or variable objects
  • Compare two strings, and return true if strings are equal

Examples

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_strengthnpc_has_strength, u_has_dexteritynpc_has_dexterity, u_has_intelligencenpc_has_intelligence, u_has_perceptionnpc_has_perception

  • type: int or variable object
  • Return true if alpha or beta talker stat is at least the value or higher

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️

Examples

True, if alpha talker has str 7 or more

{ "u_has_strength": 7 }

u_has_hpnpc_has_hp

  • 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

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️

Examples

Checks does your torso has more than 84 hp

{ "u_has_hp": 84, "bodypart": "torso" }

u_has_part_tempnpc_has_part_temp

  • 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

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️

Examples

check is your torso is 37 centigrade

{ "u_has_part_temp": 5000, "bodypart": "torso" }

u_has_itemnpc_has_item, u_has_items, npc_has_items

  • type: string or variable object
  • return true if item or items are presented in your or NPC inventory;
  • _has_items require count or charges to define how much copies of items (for count) or charges inside item (for charges) alpha or beta talker has

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️

Examples

check do you have a guitar

{ "u_has_item": "guitar" }

check do you have 6 ropes

{ "u_has_items": { "item": "rope_6", "count": 6 } }

u_has_item_categorynpc_has_item_category

  • 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

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️

Examples

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 }

u_has_bionicsnpc_has_bionics

  • 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

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️

Examples

check do you have bio_synlungs

{ "u_has_bionics": "bio_synlungs" }

check do you have any bionic presented

{ "u_has_bionics": "ANY" }

u_has_effectnpc_has_effect, u_has_any_effect, npc_has_any_effect

  • 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 form mabuff:buff_id

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️

Examples

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" }

u_has_proficiencynpc_has_proficiency

  • type: string or variable object
  • return true if alpha or beta talker has mastered a proficiency (to 100%).

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️

Examples

check do you have Principles of Chemistry

{ "u_has_proficiency": "prof_intro_chemistry" }

u_can_stow_weaponnpc_can_stow_weapon

  • type: simple string
  • return true if alpha or beta talker wield an item, and have enough space to put it away

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️

Examples

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" }

u_can_drop_weaponnpc_can_drop_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)

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️

Examples

"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" }

u_has_weaponnpc_has_weapon

  • type: simple string
  • return true if alpha or beta talker wield any item

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️

Examples

"u_has_weapon"

You don't wield anything

{ "not": "u_has_weapon" }

u_drivingnpc_driving

  • type: simple string
  • return true if alpha or beta talker operate a vehicles; Nota bene: NPCs cannot currently operate vehicles

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️

Examples

"u_driving"

true if you do not drive

{ "not": "u_driving" }

u_know_recipe

  • type: string or variable object
  • return true if character know specific recipe;
  • only memorized recipes count, not recipes written in the book

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️

Examples

check do you memorize meat_hunk recipe

{ "u_know_recipe": "meat_hunk" }

u_has_worn_with_flagnpc_has_worn_with_flag

  • type: string or variable object
  • return true if alpha or beta talker wear some item with specific flag

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️

Examples

check do you wear something with RAD_DETECT flag

{ "u_has_worn_with_flag": "RAD_DETECT" }

u_has_wielded_with_flagnpc_has_wielded_with_flag

  • type: string or variable object
  • return true if alpha or beta talker wield something with specific flag

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️

Examples

check do you wield something with WHIP flag

{ "u_has_wielded_with_flag": "WHIP" }

u_has_wielded_with_weapon_categorynpc_has_wielded_with_weapon_category

  • type: string or variable object
  • return true if alpha or beta talker wield something with specific weapon category

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️

Examples

check do you wield something with LONG_SWORDS weapon category

{ "u_has_wielded_with_weapon_category": "LONG_SWORDS" }

u_can_seenpc_can_see

  • type: simple string
  • return true if alpha or beta talker can see (not blind)

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️

Examples

"u_can_see"

You can't see

{ "not": "u_can_see" }

u_is_deafnpc_is_deaf

  • type: simple string
  • return true if alpha or beta talker can't hear

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️

Examples

"u_is_deaf"

You can hear

{ "not": "u_is_deaf" }

u_is_alivenpc_is_alive

  • type: simple string
  • return true if alpha or beta talker is not dead

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️

Examples

"u_is_alive"

NPC is dead

{ "not": "npc_is_alive" }

u_is_on_terrainnpc_is_on_terrain

  • type: string or variable object
  • return true if alpha or beta talker stand on specific terrain

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️

Examples

check do you stand on grass

{ "u_is_on_terrain": "t_grass" }

u_is_on_terrain_with_flagnpc_is_on_terrain_with_flag

  • type: string or variable object
  • return true if alpha or beta talker stand on terrain with specific flag

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️

Examples

check do you stand on terrain with SHRUB flag

{ "u_is_on_terrain_with_flag": "SHRUB" }

u_is_in_fieldnpc_is_in_field

  • type: string or variable object
  • return true if alpha or beta talker stand on specific field

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️

Examples

check do you stand in a cloud of smoke

{ "u_is_in_field": "fd_smoke" }

u_querynpc_query

  • 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

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️

Examples

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 }

u_query_tilenpc_query_tile

  • type: string
  • Ask the player to select a tile. If tile is selected, true is returned, otherwise false;
  • anywhere, line_of_sight, around are possible
    • anywhere is the same as the "look around" UI
    • line_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 for line_of_sight (mandatory for line_of_sight, otherwise not required)
  • z_level defines allow if select other z-level for anywhere
  • message is displayed while selecting

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️

Examples

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" }
}

map_terrain_with_flagmap_furniture_with_flag

  • type: string or variable object
  • return true if the terrain or furniture has specific flag
  • loc will specify location of terrain or furniture (mandatory)

Valid talkers:

No talker is needed.

Examples

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" }
      }
  ]
},

map_in_city

  • type: location string or variable object
  • return true if the location is in a city

Valid talkers:

No talker is needed.

Examples

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" }
},

player_see_u, player_see_npc

  • type: simple string
  • return true if player can see alpha or beta talker

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️ ✔️ ✔️

Examples

return true if player can see NPC.

"condition": "player_see_npc",

u_can_see_locationnpc_can_see_location

  • type: location string or variable object
  • return true if alpha or beta talker can see the location

Valid talkers:

Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️

Examples

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>." }
  }
}

Reusable EOCs:

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:

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.

Event Context Vars:

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 EOC Types:

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

Context Variables For Other EOCs

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 }

Effects

General

sound_effect

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Examples

Plays sound bionics, variant pixelated with volume 50

{ "sound_effect": "pixelated", "id": "bionics", "volume": 50 },

open_dialogue

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Examples

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" ]
  },

take_control

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️
Examples

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" ] } }

take_control_menu

Opens up a menu to choose a follower to take control of. Works only with your followers

Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️
Examples

Opens the menu to swap the avatar

"effect": [ "take_control_menu" ]

give_achievement

Marks the given achievement as complete

Syntax Optionality Value Info
"give_achievement" mandatory string or variable object the achievement that would be given
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️
Examples

Gives achievement escaped_the_cataclysm

{ "give_achievement": "escaped_the_cataclysm" }

assign_mission: string or variable object Will assign mission to the player.

assign_mission

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️
Examples

Assign you a MISSION_REACH_FAKE_DAVE mission

{ "assign_mission": "MISSION_REACH_FAKE_DAVE" }

remove_active_mission

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Examples

removes MISSION_BONUS_KILL_BOSS mission from your list

{ "remove_active_mission": "MISSION_BONUS_KILL_BOSS" }

finish_mission

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Examples

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 }

offer_mission

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️
Examples

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" ] }

run_eocs

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Examples

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" } ]
        }
      }
    }
  }
}

run_eoc_with

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Examples

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" }
    }
  ]
}

queue_eocs

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
Valid talkers:

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
✔️ ✔️ ✔️
Examples

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" ] },

queue_eoc_with

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

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" }
    }
  ]
}

u_roll_remaindernpc_roll_remainder

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

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" ]
}

if

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.
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Examples

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." }
      ]
    }
  ]
}

switch

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

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" }
      ]
    }
  ]
}

foreach

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.
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Examples

Resets all of your vitamins.

{
  "foreach": "ids",
  "var": { "context_val": "id" },
  "target": "vitamin",
  "effect": [ { "math": [ "u_vitamin(_id)", "=", "0" ] } ]
}

u_run_npc_eocsnpc_run_npc_eocs

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" } ],
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️
Examples

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" ]
    }
  ]
}

u_run_inv_eocsnpc_run_inv_eocs

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 has
material - 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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️
Examples

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" } ] } ]
    }
  ]
}

weighted_list_eocs

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
Examples

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" ] } ]
    ]
  }
}

run_eoc_selector

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️
Examples

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_until

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Examples

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", "++" ] } ]
  },

Character effects

u_mutatenpc_mutate

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples
{ "u_mutate": 0 }
{ "npc_mutate": { "math": [ "1+1" ] }, "use_vitamins": false }

u_mutate_categorynpc_mutate_category

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
Examples
{ "u_mutate_category": "PLANT" }
{ "u_mutate_category": { "global_val": "next_mutation" }

u_add_effectnpc_add_effect

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️
Examples

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
}

u_add_bionicnpc_add_bionic

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

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" } }

u_lose_bionicnpc_lose_bionic

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

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" } }

u_add_traitnpc_add_trait

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

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" } }

u_lose_effectnpc_effect

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️
Examples

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" } }

u_lose_traitnpc_lose_trait

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

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" } }

u_activate_traitnpc_activate_trait

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

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" } }

u_deactivate_traitnpc_deactivate_trait

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

Deactivate BIOLUM1_active trait:

{ "u_deactivate_trait": "BIOLUM1_active" }

Deactivate trait, which contained in that context value:

{ "u_deactivate_trait": { "context_val": "that" } }

u_learn_martial_artnpc_learn_martial_art

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

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" } }

u_forget_martial_artnpc_forget_martial_art

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

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" } }

u_add_varnpc_add_var

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️
Examples

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" ]

u_lose_varnpc_lose_var

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️
Examples

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" }

u_adjust_varnpc_adjust_var

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

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)" ] } }

set_string_var

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

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 }

set_condition

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

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!" } ]
}

u_location_variable, npc_location_variable

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

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
  }
}

location_variable_adjust

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

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 ]
}

barber_hair

Opens a menu allowing the player to choose a new hair style

Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️
Examples
"barber_hair"
{
  "type": "effect_on_condition",
  "id": "test",
  "effect": "barber_hair"
}

barber_beard

Opens a menu allowing the player to choose a new beard style.

Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️
Examples
"barber_beard"
{
  "type": "effect_on_condition",
  "id": "test",
  "effect": "barber_beard"
}
{
  "type": "effect_on_condition",
  "id": "test",
  "effect": [ "barber_hair", "barber_beard" ] 
}

u_learn_recipenpc_learn_recipe

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

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" } }

u_forget_recipenpc_forget_recipe

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

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" } }

npc_first_topic

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️
Examples

Override the initial lighthouse girl topic TALK_lighthouse_girl_start with TALK_lighthouse_girl_safe

{ "npc_first_topic": "TALK_lighthouse_girl_safe" }

u_add_wetnpc_add_wet

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)
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

Makes you 10% wet (whatever that means)

"effect": [ { "u_add_wet": 10 } ]

u_make_soundnpc_make_sound

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Examples

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 }

u_mod_healthynpc_mod_healthy

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

Your health is decreased by 1, but not smaller than -200

{ "u_mod_healthy": -1, "cap": -200 }

u_add_moralenpc_add_morale

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)
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

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"
}

u_lose_moralenpc_lose_morale

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

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" } }

u_add_faction_trust

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️
Examples

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')" ] } }

u_lose_faction_trust

same as u_add_faction_trust, not used in favor of u_add_faction_trust with negative number

u_messagenpc_messagemessage

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Examples

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 }

u_cast_spellnpc_cast_spell

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️
Examples

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" ]
}

u_assign_activitynpc_assign_activity

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

You assign activity ACT_GAME for 45 minutes

{ "u_assign_activity": "ACT_GAME", "duration": "45 minutes" }

u_teleportnpc_teleport

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️
Examples

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
}

u_set_hpnpc_set_hp

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

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" }

u_dienpc_die

You or NPC will instantly die

Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️ ✔️ ✔️
Examples

You die

"u_die"

You and NPC both die

{
  "type": "effect_on_condition",
  "id": "both_are_ded",
  "effect": [ "u_die", "npc_die" ]
}

u_prevent_deathnpc_prevent_death

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).

Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

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" ]
}

u_attacknpc_attack

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

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" } }
  ]
}

Item effects

u_set_flagnpc_set_flag

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️
Examples

Make item filthy

{ "npc_set_flag": "FILTHY" }

u_unset_flagnpc_unset_flag

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️
Examples

Make item clean

{ "npc_unset_flag": "FILTHY" }

u_activatenpc_activate

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
Valid talkers:
Avatar Character NPC Monster Furniture Item
✔️ ✔️ ✔️
Examples

Force you consume drug item

{ "u_activate": "consume_drug" }

Map effects

map_spawn_item

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.
Examples

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

Map updates are related to any change in the map, weather, or coordinates, and any talker can use them

mapgen_update

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
Examples

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" }
}

revert_location

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
Examples

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"
},

alter_timed_events

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
Examples

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"
}

lightning

Allows supercharging monster in electrical fields, legacy command for lightning weather

next_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

custom_light_level

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
Examples

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" }

u_transform_radiusnpc_transform_radius

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
Examples

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_line

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
Examples

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" }
}

place_override

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
Examples

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" }
}

u_spawn_monsternpc_spawn_monster

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
Examples

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
}

u_spawn_npcnpc_spawn_npc

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
Examples

Spawn 2 hallucination portal_persons, 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."
}

u_set_fieldnpc_set_field

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
Examples

Spawn blood 10 tiles around the player outdoor

{ "u_set_field": "fd_blood", "radius": 10, "outdoor_only": true, "intensity": 3 }