Often you will want to create new NPCs to either add quests, flavor, or to introduce little known activities to the larger player base. New NPCs are written entirely in JSON, so they are one of the easier places to begin your contributions.
There are two parts to creating a new NPC, apart from any dialogue you may want to add.
First there is the npc_class
which follows the following template.
Format:
{
"type": "npc_class",
"id": "NC_EXAMPLE",
"name": { "str": "Example NPC" },
"job_description": "I'm helping you learn the game.",
"common": false,
"sells_belongings": false,
"bonus_str": { "rng": [ -4, 0 ] },
"bonus_dex": { "rng": [ -2, 0 ] },
"bonus_int": { "rng": [ 1, 5 ] },
"skills": [
{
"skill": "ALL",
"level": { "mul": [ { "one_in": 3 }, { "sum": [ { "dice": [ 2, 2 ] }, { "constant": -2 }, { "one_in": 4 } ] } ] }
}
],
"worn_override": "NC_EXAMPLE_worn",
"carry_override": "NC_EXAMPLE_carried",
"weapon_override": "NC_EXAMPLE_weapon",
"shopkeeper_item_group": [
{ "group": "example_shopkeeper_itemgroup1" },
{ "group": "example_shopkeeper_itemgroup2", "trust": 10 },
{ "group": "example_shopkeeper_itemgroup3", "trust": 20, "rigid": true }
{ "group": "example_shopkeeper_itemgroup3", "trust": 40, "strict": true },
{
"group": "example_shopkeeper_itemgroup4",
"condition": { "u_has_var": "VIP", "type": "general", "context": "examples", "value": "yes" }
}
],
"shopkeeper_consumption_rates": "basic_shop_rates",
"shopkeeper_price_rules": [
{ "item": "scrap", "price": 10000 },
],
"shopkeeper_blacklist": "test_blacklist",
"restock_interval": "6 days",
"traits": [ { "group": "BG_survival_story_EVACUEE" }, { "group": "NPC_starting_traits" }, { "group": "Appearance_demographics" } ]
}
There are some items in the above template that may not be self explanatory:
"common": false
means that this NPC class will not spawn randomly. It defaults totrue
if not specified.- See also Shopkeeper NPC configuration below.
npc_class
supports several properties for configuring the behavior of NPCs that behave as shopkeepers:
"sells_belongings": false
means that this NPC's worn or held items will strictly be excluded from their shopkeeper list; otherwise, they'll be happy to sell things like their pants. It defaults totrue
if not specified."shopkeeper_item_group"
is only needed if the planned NPC will be a shopkeeper with a revolving stock of items that change every three in-game days. All of the item overrides will ensure that any NPC of this class spawns with specific items."shopkeeper_consumption_rates"
optional to define item consumption rates for this shopkeeper. Default is to consume all items before restocking"shopkeeper_price_rules"
optional to define personal price rules with the same format as faction price rules (see FACTIONS.md). These take priority over faction rules"shopkeeper_blacklist"
optional to define blacklists for this shopkeeper"restock_interval"
: optional. Default is 6 days
"shopkeeper_item_group"
entries have the following fields:
"group"
: Identifies an item group to include in the possible shop rotation"trust"
: (optional) If the faction's trust with the player is below this value, items in this group will not be available for sale (Defaults to 0)"condition"
: (optional) Checked alongside trust with the avatar as alpha and the evaluating NPC as beta. See Player or NPC conditions."strict"
: (optional) If true, items in this group will not be available for restocking unless the conditions are met. (Defaults to false)"rigid"
: (optional) By default, item groups will be continually iterated until they reach a certain value or size threshold for the NPC. Rigid groups are instead guaranteed to populate a single time if they can, and will not include duplicate reruns. (Defaults to false)"refusal"
: (optional) message to display in UIs (ex: trade UI) when conditions are not met. Defaults to"<npcname> does not trust you enough"
Controls consumption of shopkeeper's stock of items (simulates purchase by other people besides they player).
"type": "shopkeeper_consumption_rates",
"id": "basic_shop_rates",
"default_rate": 5, // defined as units/day since last restock
"junk_threshold": "10 cent", // items below this price will be consumed completely regardless of matches below
"rates": [ // lower entries override higher ones
{ "item": "hammer", "rate": 1 },
{
"item": "hammer",
"rate": 10,
"condition": { "npc_has_var": "hammer_eater", "type": "bool", "context": "dinner", "value": "yes" }
},
{ "category": "ammo", "rate": 10 },
{ "group": "EXODII_basic_trade", "rate": 100 }
{ "group": "EXODII_basic_trade", "category": "ammo", "rate": 200 }
]
condition
is checked with avatar as alpha and npc as beta. See Player or NPC conditions.
Specifies blacklist of items that shopkeeper will not accept for trade. Format is similar to shopkeeper_consumption_rates
.
"type": "shopkeeper_blacklist",
"id": "basic_blacklist",
"entries": [
{
"item": "hammer",
"condition": { "npc_has_var": "hammer_hater", "type": "bool", "context": "test", "value": "yes" },
"message": "<npcname> hates this item"
},
{ "category": "ammo" },
{ "group": "EXODII_basic_trade" }
]
NPCs with at least one shopkeeper_item_group
will (re)stock their shop in nearby loot zones (within PICKUP_RANGE
= 6 tiles) owned by their faction and will ignore all other items. If there isn't at least one LOOT_UNSORTED
zone nearby, fallback zones will be automatically placed on all nearby, reachable, unsealed furniture with either the CONTAINER
flag or a max volume higher than the floor. If there is no suitable furniture around, a 3x3 zone centered on the NPC will be created instead.
Before restocking, items owned by the NPC's faction within these zones will be consumed according to shopkeeper_consumption_rates
.
The shop restocks every restock_interval
regardless of interactions with the avatar.
NOTE: do not place items within these loot zones in mapgen definitions as these will be consumed during the first restock. Add them to the item groups instead.
There is a second template required for a new NPC. It looks like this: Format:
{
"type": "npc",
"id": "examplicious",
"//": "The luckiest NPC to never experience the Cataclysm.",
"name_suffix": "examplar",
"class": "NC_EXAMPLE",
"attitude": 0,
"mission": 7,
"chat": "TALK_EXAMPLE",
"faction": "no_faction",
"death_eocs": [ "EOC_DEATH_NPC_TEST" ],
"age": 30,
"height": 180,
"str": 7,
"dex": 8,
"int": 9,
"per": 10,
"personality": {
"aggression": -1,
"bravery": 2,
"collector": -3,
"altruism": 4
}
}
This is the JSON that creates the NPC ID that is used to spawn an NPC in "mapgen" (map generation). If optional fields are omitted, values are defined randomly.
field | Description |
---|---|
name_unique |
Set name of NPC. |
name_suffix |
Set name suffix of NPC. |
attitude |
(mandatory) Based on the enum in npc.h . The important ones are 0=NPCATT_NULL , 1=NPCATT_TALK , 3=NPCATT_FOLLOW , 10=NPCATT_KILL , and 11=NPCATT_FLEE . |
mission |
(mandatory) Based on the enum in npc.h . The important ones are 0=NPC_MISSION_NULL , 3=NPC_MISSION_SHOPKEEP , 7=NPC_MISSION_GUARD , and 8=NPC_MISSION_GUARD_PATROL . |
chat |
(mandatory) Covered in the dialogue examples below. |
faction |
Set faction NPC belongs to (see FACTIONS.md). |
death_eocs |
String effect_on_condition ids and/or inline effect_on_condition s (see EFFECT_ON_CONDITION.md). When the npc dies all of these eoc s are run with the victim as u and the killer as npc. |
age |
Set age of NPC. |
height |
Set height of NPC. (in cm) |
str |
Set strength of NPC. |
dex |
Set dexterity of NPC. |
int |
Set intelligence of NPC. |
per |
Set perception of NPC. |
personality |
Set personality of NPC. For example, positive value of aggression means NPC is aggressive, negative value means NPC is defensive. |
Dialogues work like state machines. They start with a certain topic (the NPC says something), the player character can then respond (choosing one of several responses), and that response sets the new talk topic. This goes on until the dialogue is finished, or the NPC turns hostile.
Note that it is perfectly fine to have a response that switches the topic back to itself.
NPC missions are controlled by a separate but related JSON structure and are documented in the missions docs.
Two topics are special:
TALK_DONE
ends the dialogue immediately.TALK_NONE
goes to the previously talked about topic.
If npc
has the following fields, the game will display a dialogue with the indicated topic instead of default topic.
Field | Default topic ID | Uses for... |
---|---|---|
talk_friend |
TALK_FRIEND |
Talk to a follower NPC |
talk_radio |
TALK_RADIO |
Talk to a follower NPC with two way radios |
talk_leader |
TALK_LEADER |
Talk to an NPC that have 5=NPCATT_LEAD |
talk_stole_item |
TALK_STOLE_ITEM |
Talk to an NPC that have 18=NPCATT_RECOVER_GOODS |
talk_wake_up |
TALK_WAKE_UP |
Talk to a sleeping NPC |
talk_friend_guard |
TALK_FRIEND_GUARD |
Faction camp guard |
talk_mug |
TALK_MUG |
see "success and failure" section |
talk_stranger_aggressive |
TALK_STRANGER_AGGRESSIVE |
see "success and failure" section |
talk_stranger_scared |
TALK_STRANGER_SCARED |
see "success and failure" section |
talk_stranger_wary |
TALK_STRANGER_WARY |
see "success and failure" section |
talk_stranger_friendly |
TALK_STRANGER_FRIENDLY |
see "success and failure" section |
talk_stranger_neutral |
TALK_STRANGER_NEUTRAL |
see "success and failure" section |
Keeping track of talk topics and making sure that all the topics referenced in responses are
defined, and all defined topics are referenced in a response or an NPC's chat, is very tricky.
There is a python script in tools/dialogue_validator.py
that will map all topics to responses
and vice versa. Invoke it with
python3 tools/dialogue_validator.py data/json/npcs/* data/json/npcs/Backgrounds/* data/json/npcs/refugee_center/*
If you are writing a mod with dialogue, you can add the paths to the mod's dialogue files.
NPCs have dialogue depending on the situation.
This dialogue can be customized in "type": "npc"
json entries.
If npc
has one of the following fields, the NPCs will speak the indicated message or snippet instead of the default message.
All messages can be used with snippets.
Any %s
included is automatically replaced by the game, with words depending on the message.
Case use example:
{
"type":"npc",
"...": "rest of fields go here",
"<acknowledged>": "I gotcha fam",
"<camp_food_thanks>": "<food_thanks_custom>"
},
{
"type":"snippet",
"category":"<food_thanks_custom>",
"text": [
"thanks for the grub",
"thanks for the food!",
"itadakimasu!"
]
}
For further information on snippets, see New Contributor Guide: Dialogue
Field | Default messages/snippets | Used for... |
---|---|---|
<acknowledged> |
<acknowledged> |
see data/json/npcs/talk_tags.json |
<camp_food_thanks> |
<camp_food_thanks> |
see data/json/npcs/talk_tags.json |
<camp_larder_empty> |
<camp_larder_empty> |
see data/json/npcs/talk_tags.json |
<camp_water_thanks> |
<camp_water_thanks> |
see data/json/npcs/talk_tags.json |
<cant_flee> |
<cant_flee> |
see data/json/npcs/talk_tags.json |
<close_distance> |
<close_distance> |
see data/json/npcs/talk_tags.json |
<combat_noise_warning> |
<combat_noise_warning> |
see data/json/npcs/talk_tags.json |
<danger_close_distance> |
<danger_close_distance> |
see data/json/npcs/talk_tags.json |
<done_mugging> |
<done_mugging> |
see data/json/npcs/talk_tags.json |
<far_distance> |
<far_distance> |
see data/json/npcs/talk_tags.json |
<fire_bad> |
<fire_bad> |
see data/json/npcs/talk_tags.json |
<fire_in_the_hole_h> |
<fire_in_the_hole_h> |
see data/json/npcs/talk_tags.json |
<fire_in_the_hole> |
<fire_in_the_hole> |
see data/json/npcs/talk_tags.json |
<general_danger_h> |
<general_danger_h> |
see data/json/npcs/talk_tags.json |
<general_danger> |
<general_danger> |
see data/json/npcs/talk_tags.json |
<heal_self> |
<heal_self> |
see data/json/npcs/talk_tags.json |
<hungry> |
<hungry> |
see data/json/npcs/talk_tags.json |
<im_leaving_you> |
<im_leaving_you> |
see data/json/npcs/talk_tags.json |
<its_safe_h> |
<its_safe_h> |
see data/json/npcs/talk_tags.json |
<its_safe> |
<its_safe> |
see data/json/npcs/talk_tags.json |
<keep_up> |
<keep_up> |
see data/json/npcs/talk_tags.json |
<kill_npc_h> |
<kill_npc_h> |
see data/json/npcs/talk_tags.json |
<kill_npc> |
<kill_npc> |
see data/json/npcs/talk_tags.json |
<kill_player_h> |
<kill_player_h> |
see data/json/npcs/talk_tags.json |
<let_me_pass> |
<let_me_pass> |
see data/json/npcs/talk_tags.json |
<lets_talk> |
<lets_talk> |
see data/json/npcs/talk_tags.json |
<medium_distance> |
<medium_distance> |
see data/json/npcs/talk_tags.json |
<monster_warning_h> |
<monster_warning_h> |
see data/json/npcs/talk_tags.json |
<monster_warning> |
<monster_warning> |
see data/json/npcs/talk_tags.json |
<movement_noise_warning> |
<movement_noise_warning> |
see data/json/npcs/talk_tags.json |
<need_batteries> |
<need_batteries> |
see data/json/npcs/talk_tags.json |
<need_booze> |
<need_booze> |
see data/json/npcs/talk_tags.json |
<need_fuel> |
<need_fuel> |
see data/json/npcs/talk_tags.json |
<no_to_thorazine> |
<no_to_thorazine> |
see data/json/npcs/talk_tags.json |
<run_away> |
<run_away> |
see data/json/npcs/talk_tags.json |
<speech_warning> |
<speech_warning> |
see data/json/npcs/talk_tags.json |
<thirsty> |
<thirsty> |
see data/json/npcs/talk_tags.json |
<wait> |
<wait> |
see data/json/npcs/talk_tags.json |
<warn_sleep> |
<warn_sleep> |
see data/json/npcs/talk_tags.json |
<yawn> |
<yawn> |
see data/json/npcs/talk_tags.json |
<yes_to_lsd> |
<yes_to_lsd> |
see data/json/npcs/talk_tags.json |
snip_bleeding |
My %s is bleeding! |
The NPC is bleeding from their %s. |
snip_bleeding_badly |
My %s is bleeding badly! |
The NPC is bleeding badly from their %s. |
snip_wound_bite |
The bite wound on my %s looks bad. |
The NPC's %s was badly bitten. |
snip_wound_infected |
My %s wound is infected… |
The NPC's wound on their %s is infected. |
snip_lost_blood |
I've lost lot of blood. |
The NPC has lost lot of blood. |
snip_bye |
Bye. |
Say at the end of a conversation. |
snip_consume_eat |
Thanks, that hit the spot. |
You gave them some food and the NPC ate it. |
snip_consume_cant_accept |
I don't <swear> trust you enough to eat THIS… |
You gave them some food but the NPC didn't accept it. |
snip_consume_cant_consume |
It doesn't look like a good idea to consume this… |
You gave them some food but the NPC wouldn't eat it. |
snip_consume_rotten |
This is rotten! I won't eat that. |
You gave them some food but the NPC wouldn't eat it because it's rotten. |
snip_consume_med |
Thanks, I feel better already. |
You gave them a drug and the NPC swallowed it. |
snip_consume_use_med |
Thanks, I used it. |
You gave them a drug and the NPC used it. |
snip_consume_need_item |
I need a %s to consume that! |
You gave them a drug but the NPC couldn't use it without a %s (e.g., a syringe). |
snip_consume_nocharge |
It doesn't look like a good idea to consume this… |
You gave them a drug but the NPC couldn't use it because of a lack of charges. |
snip_give_cancel |
Changed your mind? |
You started to give them an item but hit the escape key. |
snip_give_carry |
Thanks, I'll carry that now. |
You gave them an item and the NPC took it. |
snip_give_nope |
Nope. |
You gave them an item but the NPC couldn't take it. First says. |
snip_give_carry_cant |
I have no space to store it. |
You gave an item but NPC couldn't take because no space. |
snip_give_carry_cant_few_space |
I can only store %s %s more. |
You gave an item but NPC couldn't take because few spaces. |
snip_give_carry_cant_no_space |
…or to store anything else for that matter. |
You gave an item but NPC couldn't take because no spaces. |
snip_give_carry_too_heavy |
It is too heavy for me to carry. |
You gave an item but NPC couldn't take because too heavy. |
snip_give_dangerous |
Are you <swear> insane!? |
You gave a dangerous item like active grenade. |
snip_give_to_hallucination |
No thanks, I'm good. |
You gave an item but NPC couldn't take because he/she was in hallucination. |
snip_give_wield |
Thanks, I'll wield that now. |
You gave a weapon and NPC wield it. |
snip_give_weapon_weak |
My current weapon is better than this.\n |
You gave a weapon but NPC didn't take it because it was weaker than current weapons. |
snip_heal_player |
Hold still %s, I'm coming to help you. |
NPC try to heal you. |
snip_pulp_zombie |
Hold on, I want to pulp that %s. |
NPC try to pulp %s. |
snip_radiation_sickness |
I'm suffering from radiation sickness… |
NPC are in radiation sickness. |
snip_wear |
Thanks, I'll wear that now. |
You gave a clothes or armor and NPC wear it. |
Certain entries like the snippets above are taken from the game state as opposed to JSON; they are found in the npctalk function parse_tags. They are as follows:
Field | Used for... |
---|---|
<yrwp> |
displays avatar's wielded item |
<mywp> |
displays npc's wielded item |
<u_name> |
displays avatar's name |
<npc_name> |
displays npc's name |
<ammo> |
displays avatar's ammo |
<current_activity> |
displays npc's current activity |
<punc> |
displays a random punctuation from: . , … , ! |
<mypronoun> |
displays npc's pronoun |
<topic_item> |
referenced item |
<topic_item_price> |
referenced item unit price |
<topic_item_my_total_price> |
TODO Add |
<topic_item_your_total_price> |
TODO Add |
<interval> |
displays the time remaining until restock |
<u_val:VAR> |
The user variable VAR |
<npc_val:VAR> |
The npc variable VAR |
<context_val:VAR> |
The context variable VAR |
<global_val:VAR> |
The global variable VAR |
<item_name:ID> |
The name of the item from ID |
<item_description:ID> |
The description of the item from ID |
<trait_name:ID> |
The name of the trait from ID |
<trait_description:ID> |
The description of the trait from ID |
<spell_name:ID> |
The description of the name from ID |
<spell_description:ID> |
The description of the trait from ID |
item_name and similar tags, that parse the text out of the id, are able to parse the tags of variables, so it is possible to use <item_name:<global_val:VAR>>
Each topic consists of:
- a topic id (e.g.
TALK_ARSONIST
) - a dynamic line, spoken by the NPC.
- an optional list of effects that occur when the NPC speaks the dynamic line
- a list of responses that can be spoken by the player character.
- a list of repeated responses that can be spoken by the player character, automatically generated if the player or NPC has items in a list of items.
One can specify new topics in json. It is currently not possible to define the starting topic, so you have to add a response to some of the default topics (e.g. TALK_STRANGER_FRIENDLY
or TALK_STRANGER_NEUTRAL
) or to topics that can be reached somehow.
Format:
{
"type": "talk_topic",
"id": "TALK_ARSONIST",
"dynamic_line": "What now?",
"responses": [
{
"text": "I don't know either",
"topic": "TALK_DONE"
}
],
"replace_built_in_responses": true
}
Must always be there and must always be "talk_topic"
.
For mod usage to insert dialogue above the TALK_DONE
and TALK_NONE
lines. Defaults to false.
{
"id": "TALK_REFUGEE_Draco_1a",
"type": "talk_topic",
"insert_before_standard_exits": true,
"responses": [ { "text": "Have you seen anything that could help me?", "topic": "TALK_REFUGEE_Draco_changeling_breadcrumb" } ]
}
The topic id can be one of the built-in topics or a new id. However, if several talk topics in json have the same id, the last topic definition will override the previous ones.
The topic id can also be an array of strings. This is loaded as if several topics with the exact same content have been given in json, each associated with an id from the id
, array. Note that loading from json will append responses and, if defined in json, override the dynamic_line
and the replace_built_in_responses
setting. This allows adding responses to several topics at once.
This example adds the "I'm going now!" response to all the listed topics.
{
"type": "talk_topic",
"id": [ "TALK_ARSONIST", "TALK_STRANGER_FRIENDLY", "TALK_STRANGER_NEUTRAL" ],
"dynamic_line": "What now?",
"responses": [
{
"text": "I'm going now.",
"topic": "TALK_DONE"
}
]
}
The dynamic_line
is the line spoken by the NPC. It is optional. If it is not defined and the topic has the same id as a built-in topic, the dynamic_line
from that built-in topic will be used. Otherwise the NPC will say nothing. See the chapter about Dynamic Lines below for more details.
The speaker_effect
is an object or array of effects that will occur after the NPC speaks the dynamic_line
, no matter which response the player chooses. See the chapter about Speaker Effects below) for more details.
The responses
entry is an array with possible responses. It must not be empty. Each entry must be a response object. See the chapter about Responses below for more details.
replace_built_in_responses
is an optional boolean that defines whether to dismiss the built-in responses for that topic (default is false
). If there are no built-in responses, this won't do anything. If true
, the built-in responses are ignored and only those from this definition in the current json are used. If false
, the responses from the current json are used along with the built-in responses (if any).
A dynamic line can either be a simple string, or an complex object, or an array with dynamic_line
entries. If it's an array, an entry will be chosen randomly every time the NPC needs it. Each entry has the same probability.
Example:
"dynamic_line": [
"generic text",
{
"npc_female": [ "text1", "text2", "text3" ],
"npc_male": { "u_female": "text a", "u_male": "text b" }
}
]
A complex dynamic_line
usually contains several dynamic_line
entry and some condition that determines which is used. If dynamic lines are not nested, they are processed in the order of the entries below. The possible types of lines follow.
In all cases, npc_
refers to the NPC, and u_
refers to the player. Optional lines do not have to be defined, but the NPC should always have something to say. Entries are always parsed as dynamic_line
and can be nested.
The dynamic line is a list of dynamic lines, all of which are displayed. The dynamic lines in the list are processed normally.
{
"concatenate": [
{
"npc_male": true,
"yes": "I'm a man.",
"no": "I'm a woman."
},
" ",
{
"u_female": true,
"no": "You're a man.",
"yes": "You're a woman."
}
]
}
The line is to be given a gender context for the NPC, player, or both, to aid translation in languages where that matters. For example:
{
"gendered_line": "Thank you.",
"relevant_genders": [ "npc" ]
}
("Thank you" is different for male and female speakers in e.g. Portuguese).
Valid choices for entries in the "relevant_genders"
list are "npc"
and
"u"
.
The dynamic line will be randomly chosen from the hints snippets.
{
"give_hint": true
}
The dynamic line will list all of the possible starting sites for faction camps.
{
"list_faction_camp_sites": true
}
The dynamic line will be chosen from a reason generated by an earlier effect. The reason will be cleared. Use of it should be gated on the "has_reason"
condition.
{
"has_reason": { "use_reason": true },
"no": "What is it, boss?"
}
The dynamic line will be chosen based on whether a single dialogue condition is true or false. Dialogue conditions cannot be chained via "and"
, "or"
, or "not"
. If the condition is true, the "yes"
response will be chosen and otherwise the "no"
response will be chosen. Both the '"yes"
and "no"
responses are optional. Simple string conditions may be followed by "true"
to make them fields in the dynamic line dictionary, or they can be followed by the response that will be chosen if the condition is true and the "yes"
response can be omitted.
{
"npc_need": "fatigue",
"level": "TIRED",
"no": "Just few minutes more...",
"yes": "Make it quick, I want to go back to sleep."
}
{
"npc_aim_rule": "AIM_PRECISE",
"no": "*will not bother to aim at all.",
"yes": "*will take time and aim carefully."
}
{
"u_has_item": "india_pale_ale",
"yes": "<noticedbooze>",
"no": "<neutralchitchat>"
}
{
"days_since_cataclysm": 30,
"yes": "Now, we've got a moment, I was just thinking it's been a month or so since... since all this, how are you coping with it all?",
"no": "<neutralchitchat>"
}
{
"is_day": "Sure is bright out.",
"no": {
"u_male": true,
"yes": "Want a beer?",
"no": "Want a cocktail?"
}
}
The speaker_effect
entry contains dialogue effects that occur after the NPC speaks the dynamic_line
but before the player responds and regardless of the player response. Each effect can have an optional condition, and will only be applied if the condition is true. Each speaker_effect
can also have an optional sentinel
, which guarantees the effect will only run once.
Format:
"speaker_effect": {
"sentinel": "...",
"condition": "...",
"effect": "..."
}
or:
"speaker_effect": [
{
"sentinel": "...",
"condition": "...",
"effect": "..."
},
{
"sentinel": "...",
"condition": "...",
"effect": "..."
}
]
The sentinel
can be any string, but sentinels are unique to each TALK_TOPIC
. If there are multiple speaker_effect
s within the TALK_TOPIC
, they should have different sentinels. Sentinels are not required, but since the speaker_effect
will run every time the dialogue returns to the TALK_TOPIC
, they are highly encouraged to avoid inadvertently repeating the same effects.
The effect
can be any legal effect, as described below. The effect can be a simple string, object, or an array of strings and objects, as normal for objects.
The optional condition
can be any legal condition, as described below. If a condition
is present, the effect
will only occur if the condition
is true.
Speaker effects are useful for setting status variables to indicate that player has talked to the NPC without complicating the responses with multiple effect variables. They can also be used, with a sentinel, to run a mapgen_update
effect the first time the player hears some dialogue from the NPC.
A response contains at least a text, which is display to the user and "spoken" by the player character (its content has no meaning for the game) and a topic to which the dialogue will switch to. It can also have a trial object which can be used to either lie, persuade or intimidate the NPC, see below for details. There can be different results, used either when the trial succeeds and when it fails.
Format:
{
"text": "I, the player, say to you...",
"condition": "...something...",
"trial": {
"type": "PERSUADE",
"difficulty": 10
},
"success": {
"topic": "TALK_DONE",
"effect": "...",
"opinion": {
"trust": 0,
"fear": 0,
"value": 0,
"anger": 0,
"owed": 0,
"favors": 0
}
},
"failure": {
"topic": "TALK_DONE"
}
}
Alternatively a short format:
{
"text": "I, the player, say to you...",
"effect": "...",
"topic": "TALK_WHATEVER"
}
The short format is equivalent to (an unconditional switching of the topic, effect
is optional):
{
"text": "I, the player, say to you...",
"trial": {
"type": "NONE"
},
"success": {
"effect": "...",
"topic": "TALK_WHATEVER"
}
}
When using a conditional you can specify the response to still appear but be marked as unavailable. This can be done by adding a failure_explanation
or failure_topic
in the bellow example if the condition fails *Didn't have enough: I, the player, say to you...
will be what appears in the responses, and if selected it will instead go to TALK_EXPLAIN_FAILURE
and wont trigger the other effects:
{
"condition": "...something...",
"failure_explanation": "Didn't have enough",
"failure_topic": "TALK_EXPLAIN_FAILURE",
"text": "I, the player, say to you...",
"effect": "...",
"topic": "TALK_WHATEVER"
}
Will be shown to the user, no further meaning.
Text boxes; dialogue in general is a convenient space to sprinkle in descriptive text, something that isn't necessarily being said by any interlocutor but something the player character, npc or speaking entity express, do or generally interact with given a context there are many ways to present this, ultimately is up to the writer, and their preferred style.
Currently you may add a &
as the first character in dialogue, this deletes quotation round the output text, denotes the descriptive nature of the displayed
text, use \"
escaped double quotes to indicate the start of actual dialogue.
May be used in place of text. The player will have one response text if a condition is true, and another if it is false, but the same trial for either line. condition
, true
, and false
are all mandatory.
{
"truefalsetext": {
"condition": { "u_has_cash": 800 },
"true": "I may have the money, I'm not giving you any.",
"false": "I don't have that money."
},
"topic": "TALK_WONT_PAY"
}
topic
defines which topic the dialogue will switch to, usually specified by giving its id.
topic
can also be a single topic object (the type
member is not required here):
"success": {
"topic": {
"id": "TALK_NEXT",
"dynamic_line": "...",
"responses": [
]
}
}
effect
is a function that is executed after choosing the response, see Dialogue Effects below for details.
A trial object can be used to attempt to lie to, persuade or intimidate the NPC. Different outcomes can be defined for use depending on whether the trial succeeds or fails.
Optional, if not defined, "NONE"
is used. Otherwise one of "NONE"
, "LIE"
, "PERSUADE"
, "INTIMIDATE"
, or "CONDITION"
. If "NONE"
is used, the failure
object is not read, otherwise it's mandatory.
The difficulty
is only required if type is not "NONE"
or "CONDITION"
and, for most trials, specifies the success chance in percent (it is however modified by various things like mutations). Higher difficulties are easier to pass. "SKILL_CHECK"
trials are unique, and use the difficulty as a flat comparison.
An optional mod
array takes any of the following modifiers and increases the difficulty by the NPC's opinion of your character or personality trait for that modifier multiplied by the value: "ANGER"
, "FEAR"
, "TRUST"
, "VALUE"
, "AGGRESSION"
, "ALTRUISM"
, "BRAVERY"
, "COLLECTOR"
. The special "POS_FEAR"
modifier treats NPC's fear of your character below 0 as though it were 0. The special "TOTAL"
modifier sums all previous modifiers and then multiplies the result by its value and is used when setting the owed value.
"CONDITION"
trials take a mandatory condition
instead of difficulty
. The success
object is chosen if the condition
is true and the failure
is chosen otherwise.
"SKILL_CHECK"
trials check the user's level in a skill, whose ID is read from the string object skill_required
. The success
object is chosen if the skill level is equal to or greater than difficulty
, and failure
is chosen otherwise.
Sample trials:
"trial": { "type": "PERSUADE", "difficulty": 0, "mod": [ [ "TRUST", 3 ], [ "VALUE", 3 ], [ "ANGER", -3 ] ] }
"trial": { "type": "INTIMIDATE", "difficulty": 20, "mod": [ [ "FEAR", 8 ], [ "VALUE", 2 ], [ "TRUST", 2 ], [ "BRAVERY", -2 ] ] }
"trial": { "type": "CONDITION", "condition": { "npc_has_trait": "FARMER" } }
"trial": { "type": "SKILL_CHECK", "difficulty": 3, "skill_required": "swimming" }
The success
and failure
objects define the outcome, depending on the result of the trial. Both objects have the same structure; the failure
object is used if the trial fails, the success
object is used otherwise.
opinion
is optional, if given it defines how the NPC's opinion of your character will change.
trust, value, fear, and anger are optional fields inside the opinion object, each specifying a numeric value (defaults to 0). The given values are added to the opinion of the NPC.
The opinion of the NPC affects several aspects of the interaction with NPCs:
- Higher trust makes it easier to lie and persuade, and it usually a good thing.
- Higher fear makes it easier to intimidate, but the NPC may flee from you (and will not talk to you).
- Higher value makes it easier to persuade them and to give them orders, it's a kind of a friendship indicator.
- High anger value (about 20 points more than fear, but this also depends on the NPCs personality) makes the NPC hostile and is usually a bad thing.
The combination of fear and trust decide together with the personality of the NPC the initial talk topic (
"TALK_MUG"
,"TALK_STRANGER_AGGRESSIVE"
,"TALK_STRANGER_SCARED"
,"TALK_STRANGER_WARY"
,"TALK_STRANGER_FRIENDLY"
, or"TALK_STRANGER_NEUTRAL"
).
For the actual usage of that data, search the source code for "op_of_u"
.
Example opinions
{ "effect": "follow", "opinion": { "trust": 1, "value": 1 }, "topic": "TALK_DONE" }
{ "topic": "TALK_DENY_FOLLOW", "effect": "deny_follow", "opinion": { "fear": -1, "value": -1, "anger": 1 } }
Similar to opinion
, but adjusts the NPC's opinion of your character according to the mission value. The NPC's opinion is modified by the value of the current mission divided by the value of the keyword.
This is an optional condition which can be used to prevent the response under certain circumstances. If not defined, it defaults to always true
. If the condition is not met, the response is not included in the list of possible responses. For possible content, see Dialogue Conditions below for details.
The optional boolean keys "switch" and "default" are false by default. Only the first response with "switch": true
, "default": false
, and a valid condition will be displayed, and no other responses with "switch": true
will be displayed. If no responses with "switch": true
and "default": false
are displayed, then any and all responses with "switch": true
and "default": true
will be displayed. In either case, all responses that have "switch": false
(whether or not they have "default": true
is set) will be displayed as long their conditions are satisfied.
Example:
"responses": [
{ "text": "You know what, never mind.", "topic": "TALK_NONE" },
{ "text": "How does 5 Ben Franklins sound?",
"topic": "TALK_BIG_BRIBE", "condition": { "u_has_cash": 500 }, "switch": true },
{ "text": "I could give you a big Grant.",
"topic": "TALK_BRIBE", "condition": { "u_has_cash": 50 }, "switch": true },
{ "text": "Lincoln liberated the slaves, what can he do for me?",
"topic": "TALK_TINY_BRIBE", "condition": { "u_has_cash": 5 }, "switch": true, "default": true },
{ "text": "Maybe we can work something else out?", "topic": "TALK_BRIBE_OTHER",
"switch": true, "default": true },
{ "text": "Gotta go!", "topic": "TALK_DONE" }
]
The player will always have the option to return to a previous topic or end the conversation, and will otherwise have the option to give a $500, $50, or $5 bribe if they have the funds. If they don't have at least $50, they will also have the option to provide some other bribe.
Repeat responses are responses that should be added to the response list multiple times, once for each instance of an item.
A repeat response has the following format:
{
"for_item": [
"jerky", "meat_smoked", "fish_smoked", "cooking_oil", "cooking_oil2", "cornmeal", "flour",
"fruit_wine", "beer", "sugar"
],
"response": { "text": "Delivering <topic_item>.", "topic": "TALK_DELIVER_ASK" }
}
"response"
is mandatory and must be a standard dialogue response, as described above. "switch"
is allowed in repeat responses and works normally.
One of "for_item"
or "for_category"
, and each can either be a single string or list of items or item categories. The response
is generated for each item in the list in the player or NPC's inventory.
"is_npc"
is an optional bool value, and if it is present, the NPC's inventory list is checked. By default, the player's inventory list is checked.
"include_containers"
is an optional bool value, and if it is present, items containing an item will generate separate responses from the item itself.
Variables and information relevant to the current dialogue can be tracked using context variables
. Accessing these is discussed further in variable object. The main thing that makes context variables special however is that they are only relevant to the current dialogue and any child dialogue / effects. When the dialogue or effect ends any context variables defined inside go out of scope (stop existing).
The effect
field of speaker_effect
or a response
can be any of the following effects. Multiple effects should be arranged in a list and are processed in the order listed.
Effect | Description |
---|---|
assign_mission |
Assigns a previously selected mission to your character. |
mission_success |
Resolves the current mission successfully. |
mission_failure |
Resolves the current mission as a failure. |
finish_mission |
Resolves a specific mission defined by ID |
clear_mission |
Clears the mission from the your character's assigned missions. |
mission_reward |
Gives the player the mission's reward. |
Effect | Description |
---|---|
lesser_give_aid |
Removes bleeding from your character's body and heals 5-15 HP of injury on each of your character's body parts. |
lesser_give_aid_all |
Performs lesser_give_aid on each of your character's NPC allies in range. |
give_aid |
Removes all bites, infection, and bleeding from your character's body and heals 10-25 HP of injury on each of your character's body parts. |
give_aid_all |
Performs give_aid on each of your character's NPC allies in range. |
buy_haircut |
Gives your character a haircut morale boost for 12 hours. |
buy_shave |
Gives your character a shave morale boost for 6 hours. |
morale_chat |
Gives your character a pleasant conversation morale boost for 6 hours. |
player_weapon_away |
Makes your character put away (unwield) their weapon. |
player_weapon_drop |
Makes your character drop their weapon. |
See EFFECT_ON_CONDITION.md, #Character effects
Effect | Description |
---|---|
start_trade |
Opens the trade screen and allows trading with the NPC. |
give_equipment |
Allows your character to select items from the NPC's inventory and transfer them to your inventory. |
npc_gets_item |
Allows your character to select an item from your character's inventory and transfer it to the NPC's inventory. The NPC will not accept it if they do not have space or weight to carry it, and will set a reason that can be referenced in a future dynamic line with "use_reason" . |
npc_gets_item_to_use |
Allow your character to select an item from your character's inventory and transfer it to the NPC's inventory. The NPC will attempt to wield it and will not accept it if it is too heavy or is an inferior weapon to what they are currently using, and will set a reason that can be referenced in a future dynamic line with "use_reason" . |
u_spawn_item: string or variable object, (optional count: int or variable object), (optional container: string or variable object), (optional use_item_group: bool), (optional suppress_message: bool) |
Your character gains the item or count copies of the item, contained in container if specified. If used in an NPC conversation the items are said to be given by the NPC. If a variable item is passed for the name an item of the type contained in it will be used. If use_item_group is true (defaults to false) it will instead pull an item from the item group given. If suppress_message is true (defaults to false) no message will be shown. If force_equip is true (defaults to false) characters will equip the items if they can. |
u_buy_item: string or variable object, cost: int or variable object, (optional count: int or variable object), (optional container: string or variable object), (optional true_eocs: eocs_array ), (optional false_eocs: eocs_array ), (optional use_item_group: bool), (optional suppress_message: bool) |
The NPC will sell your character the item or count copies of the item, contained in container , and will subtract cost from op_of_u.owed . If the op_o_u.owed is less than cost , the trade window will open and the player will have to trade to make up the difference; the NPC will not give the player the item unless cost is satisfied. If use_item_group is true (defaults to false) it will instead pull an item from the item group given. If suppress_message is true (defaults to false) no message will be shown |
u_sell_item: string or variable object, (optional cost: int or variable object), (optional count: string or variable object), (optional true_eocs: eocs_array ), (optional false_eocs: eocs_array ) |
Your character will give the NPC the item or count copies of the item, and will add cost to the NPC's op_of_u.owed if specified.If cost isn't present, the your character gives the NPC the item at no charge. This effect will fail if you do not have at least count copies of the item, so it should be checked with. If the item is sold, then all of the effect_on_conditions in true_eocs are run, otherwise all the effect_on_conditions in false_eocs are run. |
u_bulk_trade_accept, npc_bulk_trade_accept, u_bulk_trade_accept, npc_bulk_trade_accept: int or variable object |
Only valid after a repeat_response . The player trades all instances of the item from the repeat_response with the NPC. For u_bulk_trade_accept , the player loses the items from their inventory and gains the same value of the NPC's faction currency; for npc_bulk_trade_accept , the player gains the items from the NPC's inventory and loses the same value of the NPC's faction currency. If there is remaining value, or the NPC doesn't have a faction currency, the remainder goes into the NPC's op_of_u.owed . If quantity is specified only that many items/charges will be moved. |
u_bulk_donate, npc_bulk_donate or u_bulk_donate, npc_bulk_donate: int or variable object |
Only valid after a repeat_response . The player or NPC transfers all instances of the item from the repeat_response . For u_bulk_donate , the player loses the items from their inventory and the NPC gains them; for npc_bulk_donate , the player gains the items from the NPC's inventory and the NPC loses them. If a value is specified only that many items/charges will be moved. |
u_spend_cash: int or variable object, (optional true_eocs: eocs_array ), (optional false_eocs: eocs_array ) |
Remove an amount from your character's cash. Negative values means your character gains cash. deprecated NPCs should not deal in e-cash anymore, only personal debts and items. If the cash is spent, then all of the effect_on_conditions in true_eocs are run, otherwise all the effect_on_conditions in false_eocs are run. |
add_debt: mod_list |
Increases the NPC's debt to the player by the values in the mod_list .The following would increase the NPC's debt to the player by 1500x the NPC's altruism and 1000x the NPC's opinion of the player's value: { "effect": { "add_debt": [ [ "ALTRUISM", 3 ], [ "VALUE", 2 ], [ "TOTAL", 500 ] ] } } |
u_consume_item , npc_consume_item: string or variable object, (optional count: int or variable object), (optional charges: int or variable object), (optional popup: popup_bool ) |
You or the NPC will delete the item or count copies of the item or charges charges of the item from their inventory.This effect will fail if the you or NPC does not have at least count copies of the item or charges charges of the item, so it should be checked with u_has_items or npc_has_items .If popup_bool is true , u_consume_item will show a message displaying the character giving the items to the NPC. It defaults to false if not defined, and has no effect when used in npc_consume_item . |
u_remove_item_with , npc_remove_item_with: string or variable object |
You or the NPC will delete any instances of item in inventory. This is an unconditional remove and will not fail if you or the NPC does not have the item. |
u_buy_monster: string or variable object, (optional cost: int or variable object), (optional count: int or variable object), (optional name: string or variable object), (optional pacified: pacified_bool ), (optional true_eocs: eocs_array ), (optional false_eocs: eocs_array ) |
The NPC will give your character count (default 1) instances of the monster as pets and will subtract cost from op_of_u.owed if specified. If the op_o_u.owed is less than cost , the trade window will open and the player will have to trade to make up the difference; the NPC will not give the player the item unless cost_num is satisfied.If cost isn't present, the NPC gives your character the item at no charge. If name is specified the monster(s) will have the specified name. If pacified_bool is set to true, the monster will have the pacified effect applied. If the monster is sold, then all of the effect_on_conditions in true_eocs are run, otherwise all the effect_on_conditions in false_eocs are run. |
Effect | Description |
---|---|
assign_guard |
Makes the NPC into a guard. If allied and at a camp, they will be assigned to that camp. |
stop_guard |
Releases the NPC from their guard duty (also see assign_guard ). Friendly NPCs will return to following. |
start_camp |
The NPC will start a faction camp with the player. |
wake_up |
Wakes up sleeping, but not sedated, NPCs. |
reveal_stats |
Reveals the NPC's stats, based on the player's skill at assessing them. |
end_conversation |
Ends the conversation and makes the NPC ignore you from now on. |
insult_combat |
Ends the conversation and makes the NPC hostile, adds a message that character starts a fight with the NPC. |
hostile |
Makes the NPC hostile and ends the conversation. |
flee |
Makes the NPC flee from your character. |
follow |
Makes the NPC follow your character, joining the "Your Followers" faction. |
leave |
Makes the NPC leave the "Your Followers" faction and stop following your character. |
follow_only |
Makes the NPC follow your character without changing factions. |
stop_following |
Makes the NPC stop following your character without changing factions. |
npc_thankful |
Makes the NPC positively inclined toward your character. |
drop_weapon |
Makes the NPC drop their weapon. |
stranger_neutral |
Changes the NPC's attitude to neutral. |
start_mugging |
The NPC will approach your character and steal from your character, attacking if your character resists. |
lead_to_safety |
The NPC will gain the LEAD attitude and give your character the mission of reaching safety. |
start_training |
The NPC will train your character in a skill or martial art. NOTE: the code currently requires that you initiate training by directing the player through "topic": "TALK_TRAIN" where the thing to be trained is selected. Initiating training outside of "TALK_TRAIN" will give an error. |
start_training_npc |
The NPC will accept training from the player in a skill or martial art. |
start_training_seminar |
Opens a dialog to select which characters will participate in the training seminar hosted by this NPC. |
companion_mission: role_string |
The NPC will offer you a list of missions for your allied NPCs, depending on the NPC's role. |
basecamp_mission |
The NPC will offer you a list of missions for your allied NPCs, depending on the local basecamp. |
bionic_install |
The NPC installs a bionic from your character's inventory onto your character, using very high skill, and charging you according to the operation's difficulty. |
bionic_remove |
The NPC removes a bionic from your character, using very high skill, and charging you according to the operation's difficulty. |
npc_class_change: string or variable object |
Change the NPC's class to the new value. |
npc_faction_change: string or variable object |
Change the NPC's faction membership to the new value. |
u_faction_rep: int or variable object |
Increases your reputation with the NPC's current faction, or decreases it if the value is negative. |
toggle_npc_rule: string or variable object |
Toggles the value of a boolean NPC follower AI rule such as "use_silent" or "allow_bash" |
set_npc_rule: string or variable object |
Sets the value of a boolean NPC follower AI rule such as "use_silent" or "allow_bash" |
clear_npc_rule: string or variable object |
Clears the value of a boolean NPC follower AI rule such as "use_silent" or "allow_bash" |
set_npc_engagement_rule: string or variable object |
Sets the NPC follower AI rule for engagement distance to the value of rule_string . |
set_npc_aim_rule: string or variable object |
Sets the NPC follower AI rule for aiming speed to the value of rule_string . |
npc_die |
The NPC will die at the end of the conversation. |
u_set_goal, npc_set_goal:assign_mission_target_object , (optional true_eocs: eocs_array ), (optional false_eocs: eocs_array ) |
The NPC will walk to assign_mission_target_object . See the missions docs for assign_mission_target parameters. If the goal is assigned, then all of the effect_on_conditions in true_eocs are run, otherwise all the effect_on_conditions in false_eocs are run. |
u_set_guard_pos,npc_set_guard_pos : variable object, (optional unique_id : bool) |
Set the NPC's guard pos to the contents of _set_guard_pos . If the NPC has the RETURN_TO_START_POS trait then when they are idle they will attempt to move to this position. If unique_id (defaults to false) is true then the NPC's unique_id will be added as a prefix to the variables name. For example a guard with unique_id = GUARD1 would check the variable GUARD1_First in the following json statement: { "u_set_guard_pos": { "global_val": "_First" }, "unique_id": true } |
Effect | Description |
---|---|
deny_follow deny_lead deny_train deny_personal_info |
Sets the appropriate effect on the NPC for a few hours. These are deprecated in favor of the more flexible npc_add_effect described above. |
{ "topic": "TALK_EVAC_GUARD3_HOSTILE", "effect": [ { "u_faction_rep": -15 }, { "npc_change_faction": "hells_raiders" } ] }
{ "text": "Let's trade then.", "effect": "start_trade", "topic": "TALK_EVAC_MERCHANT" }
{ "text": "Show me what needs to be done at the camp.", "topic": "TALK_DONE", "effect": "basecamp_mission", "condition": { "npc_at_om_location": "FACTION_CAMP_ANY" } }
{ "text": "Do you like it?", "topic": "TALK_EXAMPLE", "effect": [ { "u_add_effect": "concerned", "duration": 600 }, { "npc_add_effect": "touched", "duration": 3600 }, { "u_add_effect": "empathetic", "duration": "PERMANENT" } ] }
Condition | Type | Description |
---|---|---|
"u_has_mission" |
string or variable object | true if the mission is assigned to the player character. |
"u_has_cash" |
int or variable object | true if the player character has at least u_has_cash cash available. Deprecated Previously used to check if the player could buy something, but NPCs shouldn't use e-cash for trades anymore. |
"u_are_owed" |
int or variable object | true if the NPC's op_of_u.owed is at least u_are_owed . Can be used to check if the player can buy something from the NPC without needing to barter anything. |
"u_has_camp" |
simple string | true is the player has one or more active base camps. |
"u_has_faction_trust" |
int or variable object | true if the player character has at least the given amount of trust with the speaker's faction. |
Condition | Type | Description |
---|---|---|
"at_safe_space" or "u_at_safe_space" or "npc_at_safe_space" |
simple string | true if the only monsters present in the talker's OMT are in a monster group with is_safe . False otherwise. |
"has_assigned_mission" |
simple string | true if the player character has exactly one mission from the NPC. Can be used for texts like "About that job...". |
"has_many_assigned_missions" |
simple string | true if the player character has several mission from the NPC (more than one). Can be used for texts like "About one of those jobs..." and to switch to the "TALK_MISSION_LIST_ASSIGNED" topic. |
"has_no_available_mission" or "npc_has_no_available_mission" or "u_has_no_available_mission" |
simple string | true if u or the NPC has no jobs available for the player character. |
"has_available_mission" or "u_has_available_mission" or "npc_has_available_mission" |
simple string | true if u or the NPC has one job available for the player character. |
"has_many_available_missions" |
simple string | true if the NPC has several jobs available for the player character. |
"mission_goal" or "npc_mission_goal" or "u_mission_goal" |
string or variable object | true if u or the NPC's current mission has the same goal as mission_goal . |
"mission_complete" or "npc_mission_complete" or "u_mission_complete" |
simple string | true if u or the NPC has completed the other's current mission. |
"mission_incomplete" or "npc_mission_incomplete" or "u_mission_incomplete" |
simple string | true if u or the NPC hasn't completed the other's current mission. |
"mission_failed" or "npc_mission_failed" or "u_mission_failed" |
simple string | true if u or the NPC has failed the other's current mission. |
"mission_has_generic_rewards" |
simple string | true if the NPC's current mission is flagged as having generic rewards. |
"npc_service" |
int or variable object | true if the NPC does not have the "currently_busy" effect and the player character has at least npc_service cash available. Useful to check if the player character can hire an NPC to perform a task that would take time to complete. Functionally, this is identical to "and": [ { "not": { "npc_has_effect": "currently_busy" } }, { "u_has_cash": service_cost } ] |
"npc_allies" |
int or variable object | true if the player character has at least npc_allies number of NPC allies within the reality bubble. |
"npc_allies_global" |
int or variable object | true if the player character has at least npc_allies_global number of NPC allies anywhere. |
"is_by_radio" |
simple string | true if the player is talking to the NPC over a radio. |
"u_available" or "npc_available" |
simple string | true if u or the NPC does not have effect "currently_busy" . |
"u_following" or "npc_following" |
simple string | true if u or the NPC is following the player character. |
"u_friend" or "npc_friend" |
simple string | true if u or the NPC is friendly to the player character. |
"u_hostile" or "npc_hostile" |
simple string | true if u or the NPC is an enemy of the player character. |
"u_train_skills" or "npc_train_skills" |
simple string | true if u or the NPC has one or more skills with more levels than the player. |
"u_train_styles" or "npc_train_styles" |
simple string | true if u or the NPC knows one or more martial arts styles that the player does not know. |
"u_has_class" or "npc_has_class" |
string or variable object | true if u or the NPC's class id matches the provided string (e.g. NC_BANDIT_TRADER ). |
"u_near_om_location" or "npc_near_om_location" , (optional range : int or variable object ) |
string or variable object | same as at_om_location except it checks in a square stretching from the character range OMT's. NOTE: can only check OMT's in the reality bubble (maximum of ~2 OMTs distance from player's position) |
"u_aim_rule" or "npc_aim_rule" |
string or variable object | true if u or the NPC follower AI rule for aiming matches the string. |
"u_engagement_rule" or "npc_engagement_rule" |
string or variable object | true if u or the NPC follower AI rule for engagement matches the string. |
"u_cbm_reserve_rule" or "npc_cbm_reserve_rule" |
string or variable object | true if u or the NPC follower AI rule for cbm, reserve matches the string. |
"u_cbm_recharge_rule" or "npc_cbm_recharge_rule" |
string or variable object | true if u or the NPC follower AI rule for cbm recharge matches the string. |
"u_rule" or "npc_rule" |
string or variable object | true if u or the NPC follower AI rule for that matches string is set. |
"u_override" or "npc_override" |
string or variable object | true if u or the NPC has an override for the string. |
"has_pickup_list" or "u_has_pickup_list" or "npc_has_pickup_list" |
simple string | true if u or the NPC has a pickup list. |
"roll_contested"" , difficulty : int or variable object, (optional die_size : int or variable object ) |
int expression | Compares a roll against a difficulty. Returns true if a random number between 1 and die_size (defaults to 10) plus the integer expression is greater than difficulty . For example { "u_roll_contested": { "u_val": "strength" }, "difficulty": 6 } will return whether a random number between 1 and 10 plus strength is greater than 6. |
Condition | Type | Description |
---|---|---|
"npc_role_nearby" |
string or variable object | true if there is an NPC with the same companion mission role as npc_role_nearby within 100 tiles. |
"has_reason" |
simple string | true if a previous effect set a reason for why an effect could not be completed. |
Condition | Type | Description |
---|---|---|
"days_since_cataclysm" |
int or variable object | true if at least days_since_cataclysm days have passed since the Cataclysm. |
"is_season" |
string or variable object | true if the current season matches is_season , which must be one of "spring" , "summer" , "autumn" , or "winter" . |
"is_day" |
simple string | true if it is currently daytime (sun is at or above the civil dawn point) |
"u_is_outside" "npc_is_outside" |
simple string | true if you or the NPC is on a tile without a roof. |
"u_is_underwater" "npc_is_underwater" |
simple string | true if you or the NPC is underwater. |
"one_in_chance" |
int or variable object | true if a one in one_in_chance random chance occurs. |
"x_in_y_chance" |
object | true if a x in y random chance occurs. x and y are either ints or variable object. |
"is_weather" |
string or variable object | true if current weather is "is_weather" . |
Condition | Type | Description |
---|---|---|
"mod_is_loaded" |
string or variable object | true if the mod with the given ID is loaded. |
"get_condition" |
string or variable object | Runs the condition stored in the variable get_condition for the current dialogue. |
"get_game_option" |
string or variable object | gets the true or false game option for the provided string. |
{
"text": "Understood. I'll get those antibiotics.",
"topic": "TALK_NONE",
"condition": { "npc_has_effect": "infected" }
},
{
"text": "I'm sorry for offending you. I predict you will feel better in exactly one hour.",
"topic": "TALK_NONE",
"effect": { "npc_add_effect": "deeply_offended", "duration": 600 }
},
{
"text": "Nice to meet you too.",
"topic": "TALK_NONE",
"effect": { "u_add_effect": "has_met_example_NPC", "duration": "PERMANENT" }
},
{
"text": "Nice to meet you too.",
"topic": "TALK_NONE",
"condition": {
"not": {
"npc_has_var": "has_met_PC", "type": "general", "context": "examples", "value": "yes"
}
},
"effect": {
"npc_add_var": "has_met_PC", "type": "general", "context": "examples", "value": "yes"
}
},
{
"text": "[INT 11] I'm sure I can organize salvage operations to increase the bounty scavengers bring in!",
"topic": "TALK_EVAC_MERCHANT_NO",
"condition": { "u_has_intelligence": 11 }
},
{
"text": "[STR 11] I punch things in face real good!",
"topic": "TALK_EVAC_MERCHANT_NO",
"condition": { "and": [ { "not": { "u_has_intelligence": 7 } }, { "u_has_strength": 11 } ] }
},
{ "text": "Maybe later.", "topic": "TALK_RANCH_WOODCUTTER", "condition": "npc_available" },
{
"text": "[$8] I'll take a beer",
"topic": "TALK_DONE",
"condition": { "u_has_cash": 800 },
"effect": { "u_buy_item": "beer", "container": "bottle_glass", "count": 2, "cost": 800 }
},
{
"text": "Okay. Lead the way.",
"topic": "TALK_DONE",
"condition": { "not": "at_safe_space" },
"effect": "lead_to_safety"
},
{
"text": "About one of those missions...",
"topic": "TALK_MISSION_LIST_ASSIGNED",
"condition": { "and": [ "has_many_assigned_missions", { "u_is_wearing": "badge_marshal" } ] }
},
{
"text": "[MISSION] The captain sent me to get a frequency list from you.",
"topic": "TALK_OLD_GUARD_NEC_COMMO_FREQ",
"condition": {
"and": [
{ "u_is_wearing": "badge_marshal" },
{ "u_has_mission": "MISSION_OLD_GUARD_NEC_1" },
{ "not": { "u_has_effect": "has_og_comm_freq" } }
]
}
},
{
"text": "I killed them. All of them.",
"topic": "TALK_MISSION_SUCCESS",
"condition": {
"and": [ { "or": [ { "mission_goal": "KILL_MONSTER_SPEC" }, { "mission_goal": "KILL_MONSTER_TYPE" } ] }, "mission_complete" ]
},
"switch": true
},
{
"text": "Glad to help. I need no payment.",
"topic": "TALK_NONE",
"effect": "clear_mission",
"mission_opinion": { "trust": 4, "value": 3 },
"opinion": { "fear": -1, "anger": -1 }
},
{
"text": "Maybe you can teach me something as payment?",
"topic": "TALK_TRAIN",
"condition": { "or": [ "npc_train_skills", "npc_train_styles" ] },
"effect": "mission_reward"
},
{
"truefalsetext": {
"true": "I killed him.",
"false": "I killed it.",
"condition": { "mission_goal": "ASSASSINATE" }
},
"condition": {
"and": [
"mission_incomplete",
{
"or": [
{ "mission_goal": "ASSASSINATE" },
{ "mission_goal": "KILL_MONSTER" },
{ "mission_goal": "KILL_MONSTER_SPEC" },
{ "mission_goal": "KILL_MONSTER_TYPE" }
]
}
]
},
"trial": { "type": "LIE", "difficulty": 10, "mod": [ [ "TRUST", 3 ] ] },
"success": { "topic": "TALK_NONE" },
"failure": { "topic": "TALK_MISSION_FAILURE" }
},
{
"text": "Didn't you say you knew where the Vault was?",
"topic": "TALK_VAULT_INFO",
"condition": { "not": { "u_has_var": "asked_about_vault", "value": "yes", "type": "sentinel", "context": "old_guard_rep" } },
"effect": [
{ "u_add_var": "asked_about_vault", "value": "yes", "type": "sentinel", "context": "old_guard" },
{ "mapgen_update": "hulk_hairstyling", "om_terrain": "necropolis_a_13", "om_special": "Necropolis", "om_terrain_replace": "field", "z": 0 }
]
},
{
"text": "Why do zombies keep attacking every time I talk to you?",
"topic": "TALK_RUN_AWAY_MORE_ZOMBIES",
"condition": { "u_has_var": "even_more_zombies", "value": "yes", "type": "trigger", "context": "learning_experience" },
"effect": [
{ "mapgen_update": [ "even_more_zombies", "more zombies" ], "origin_npc": true },
{ "mapgen_update": "more zombies", "origin_npc": true, "offset_x": 1 },
{ "mapgen_update": "more zombies", "origin_npc": true, "offset_x": -1 },
{ "mapgen_update": "more zombies", "origin_npc": true, "offset_y": 1 },
{ "mapgen_update": "more zombies", "origin_npc": true, "offset_y": -1 }
]
}
variable_object
: This is either an object, an arithmetic
/math
expression or array describing a variable name. It can either describe a double, a time duration or a string. If it is an array it must have 2 values the first of which will be a minimum and the second will be a maximum, the value will be randomly between the two. If it is a double default
is a double which will be the value returned if the variable is not defined. If is it a duration then default
can be either an int or a string describing a time span. u_val
, npc_val
, context_val
, var_val
or global_val
can be the used for the variable name element. If u_val
is used it describes a variable on player u, if npc_val
is used it describes a variable on player npc, if context_val
is used it describes a variable on the current dialogue context, var_val
tries to resolve a variable stored in a context_val
(more explanation bellow), if global_val
is used it describes a global variable. If this is a duration infinite
will be accepted to be a virtually infinite value(it is actually more than a year, if longer is needed a code change to make this a flag or something will be needed).
Example:
"effect": [ { "u_mod_focus": { "u_val":"test", "default": 1 } },
{ "u_mod_focus": [ 0, { "u_val":"test", "default": 1 } ] }
{ "u_add_morale": "morale_honey","bonus": -20,"max_bonus": -60, "decay_start": 1 },
"duration": { "global_val": "test2", "default": "2 minutes" },
{
"u_spawn_monster": "mon_absence",
"real_count": { "arithmetic": [ { "arithmetic": [ { "const":1 }, "+", { "const": 1 } ] }, "+", { "const": 1 } ] }
}
]
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".
The values for var_val use the same syntax for scope that math variables do.
mutators
: take in an amount of data and provide you with a relevant string. This can be used to get information about items, monsters, etc. from the id, or other data. Mutators can be used anywhere that a string variable object can be used. Mutators take the form:
{ "mutator": "MUTATOR_NAME", "REQUIRED_KEY1": "REQUIRED_VALUE1", ..., "REQUIRED_KEYn": "REQUIRED_VALUEn" }
Mutator Name | Required Keys | Description |
---|---|---|
"mon_faction" |
mtype_id : String or variable object. |
Returns the faction of the monster with mtype_id. |
"game_option" |
option : String or variable object. |
Returns the value of the option as a string, for numerical options you should instead use the math function. |
"ma_technique_name" |
matec_id : String or variable object. |
Returns the name of the martial arts tech with ID matec_id |
"ma_technique_description" |
matec_id : String or variable object. |
Returns the description of the martial arts tech with ID matec_id |
"valid_technique " |
blacklist : array of String or variable object. crit : bool dodge_counter : bool block_counter : bool |
Returns a random valid technique for the alpha talker to use against the beta talker with the provided specifications. |
"loc_relative_u" |
target : String or variable object. |
target should be a string like "(x,y,z)" where x,y,z are coordinates relative to the player. Returns the abs_ms coordinates as a string (ready to store as a location variable), in the form "(x,y,z)" of the provided point relative to the player. So "target":"(0,1,0)" would return the point south of the player. |
"topic_item" |
Returns current topic_item as a string. See Repeat Responses |
arithmetic
and compare_num
are deprecated in the long term. See Math for the replacement.
"compare_num"
can be used to compare two values to each other, while "arithmetic"
can be used to take up to two values, perform arithmetic on them, and then save them in a third value. The syntax is as follows.
{
"text": "If player strength is more than or equal to 5, sets time since cataclysm to the player's focus times the player's maximum mana with at maximum a value of 15.",
"topic": "TALK_DONE",
"condition": { "compare_num": [ { "u_val": "strength" }, ">=", { "const": 5 } ] },
"effect": { "arithmetic": [ { "time_since_cataclysm": "turns" }, "=", { "u_val": "focus" }, "*", { "u_val": "mana_max" } ], "max":15 }
},
min
and max
are optional double or variable_object values. If supplied they will limit the result, it will be no lower than min
and no higher than max
. min_time
and max_time
work the same way but will parse times written as a string i.e. "10 hours".
"compare_num"
supports the following operators: "=="
, "="
(Both are treated the same, as a compare), "!="
, "<="
, ">="
, "<"
, and ">"
.
"arithmetic"
supports the following operators: "*"
(multiplication), "/"
(division), "+"
(addition), "-"
(subtraction), "%"
(modulus), "^"
(power) and the following results "="
, "*="
, "/="
, "+="
, "-="
, "%="
, "++"
, and "--"
To get player character properties, use "u_val"
. To get NPC properties, use same syntax but "npc_val"
instead. For vars only global_val
is also allowed.
Example | Description |
---|---|
"const": 5 |
A constant value, in this case 5. Can be read but not written to. |
"time": "5 days" |
A constant time value. Will be converted to turns. Can be read but not written to. |
"time_since_cataclysm": "turns" |
Time since the start of the cataclysm in turns. Can instead take other time units such as minutes, hours, days, weeks, seasons, and years. |
"time_until_eoc": "eoc_id" |
Time from now until the next scheduled run of eoc_id . Optional member unit can specify a member to use instead of turns such as minutes, hours, days, weeks, seasons, and years. |
"rand": 20 |
A random value between 0 and a given value, in this case 20. Can be read but not written to. |
"faction_trust": "free_merchants" |
The trust the faction has for the player (see FACTIONS.md) for details. |
"faction_like": "free_merchants" |
How much the faction likes the player (see FACTIONS.md) for details. |
"faction_respect": "free_merchants" |
How much the faction respects the player(see FACTIONS.md) for details. |
"u_val": "strength" |
Player character's strength. Can be read but not written to. Replace "strength" with "dexterity" , "intelligence" , or "perception" to get such values. |
"u_val": "strength_base" |
Player character's strength. Replace "strength_base" with "dexterity_base" , "intelligence_base" , or "perception_base" to get such values. |
"u_val": "strength_bonus" |
Player character's current strength bonus. Replace "strength_bonus" with "dexterity_bonus" , "intelligence_bonus" , or "perception_bonus" to get such values. |
"u_val": "var" |
Custom variable. "var_name" , "type" , and "context" must also be specified. If global_val is used then a global variable will be used. If default is given as either an int or a variable_object then that value will be used if the variable is empty. If default_time is the same thing will happen, but it will be parsed as a time string aka "10 hours". Otherwise 0 will be used if the variable is empty. |
"u_val": "time_since_var" |
Time since a custom variable was set. Unit used is turns. "var_name" , "type" , and "context" must also be specified. |
"u_val": "allies" |
Number of allies the character has. Only supported for the player character. Can be read but not written to. |
"u_val": "cash" |
Amount of money the character has. Only supported for the player character. Can be read but not written to. |
"u_val": "owed" |
Owed money to the NPC you're talking to. |
"u_val": "sold" |
Amount sold to the NPC you're talking to. |
"u_val": "hp" |
Amount of hp. If bodypart is provided it will be for that part otherwise it will be the sum of all parts. |
"u_val": "warmth" |
Amount of warmth in a given bodypart. bodypart is the id of the part to use. |
"u_val": "effect_intensity" |
Intensity of an effect. effect is the id of the effect to test and bodypart is optionally the body part to look at. If the effect is not present a -1 is returned. |
"u_val": "dodge" |
Current effective dodge of the character. |
"u_val": "pos_x" |
Player character x coordinate. "pos_y" and "pos_z" also works as expected. |
"u_val": "power" |
Bionic power in millijoule. |
"u_val": "power_max" |
Max bionic power in millijoule. Can be read but not written to. |
"u_val": "power_percentage" |
Percentage of max bionic power. Should be a number between 0 to 100. |
"u_val": "morale" |
The current morale. Can be read but not written to for players and for monsters can be read and written to. |
"u_val": "mana" |
Current mana. |
"u_val": "mana_max" |
Max mana. Can be read but not written to. |
"u_val": "hunger" |
Current perceived hunger. Can be read but not written to. |
"u_val": "thirst" |
Current thirst. |
"u_val": "instant_thirst" |
Current thirst minus water in the stomach that hasn't been absorbed by the body yet. |
"u_val": "stored_kcal" |
Stored kcal in the character's body. 55'000 is considered healthy. |
"u_val": "stored_kcal_percentage" |
a value of 100 represents 55'000 kcal, which is considered healthy. |
"u_val": "item_count" |
Number of a given item in the character's inventory. "item" must also be specified. Can be read but not written to. |
"u_val": "charge_count" |
Number of charges of a given item in the character's inventory. "item" must also be specified. Can be read but not written to. |
"u_val": "exp" |
Total experience earned. |
"u_val": "addiction_intensity", "addiction": "caffeine" |
Current intensity of the given addiction. Allows for an optional field "mod" which accepts an integer to multiply against the current intensity. |
"u_val": "addiction_turns", "addiction": "caffeine" |
Current duration left (in turns) for the given addiction. |
"u_val": "stim" |
Current stim level. |
"u_val": "pkill" |
Current painkiller level. |
"u_val": "rad" |
Current radiation level. |
"u_val": "focus" |
Current focus level. |
"u_val": "activity_level" |
Current activity level index as a floored integer, from 0-5. Roughly: 0.45 = SLEEP_EXERCISE (floored and returns 0), 0.5 = NO_EXERCISE(floored and returns 0), 1 = LIGHT_EXERCISE, 2 = MODERATE_EXERCISE, 3 = BRISK_EXERCISE, 4 = ACTIVE_EXERCISE, 5 = EXTRA_EXERCISE. |
"u_val": "fatigue" |
Current fatigue level. |
"u_val": "stamina" |
Current stamina level. |
"u_val": "health" |
Current health level. |
"u_val": "sleep_deprivation" |
Current sleep deprivation level. |
"u_val": "anger" |
Current anger level, only works for monsters. |
"u_val": "friendly" |
Current friendly level, only works for monsters. |
"u_val": "npc_anger" |
Current anger level the npc has. |
"u_val": "npc_trust" |
Current trust the npc has for you. |
"u_val": "npc_fear" |
Current fear of the npc. |
"u_val": "npc_value" |
Current value npc places on you. |
"u_val": "vitamin" |
Current vitamin level. name must also be specified which is the vitamins id. |
"u_val": "fine_detail_vision_mod" |
Returned values range from 1.0 (unimpeded vision) to 11.0 (totally blind). |
"u_val": "age" |
Current age in years. |
"u_val": "body_temp" |
Current body temperature. |
"u_val": "body_temp_delta" |
Difference in temperature between the hottest/coldest part and what feels like the hottest/coldest part. |
"u_val": "bmi_permil" |
Current BMI per mille (Body Mass Index x 1000) |
"u_val": "height" |
Current height in cm. When setting there is a range for your character size category. Setting it too high or low will use the limit instead. For tiny its 58, and 87. For small its 88 and 144. For medium its 145 and 200. For large its 201 and 250. For huge its 251 and 320. |
"u_val": "size" |
Size category from 1 (tiny) to 5 (huge). Read-only. |
"u_val": "grab_strength" |
Grab strength as defined in the monster definition. Read-only, returns false on characters. |
"u_val": "field_strength" |
Strength of a field on the tile the player or NPC is standing on. field must be specified. read only. |
"u_val": "spell_level" |
Level of a given spell. -1 means the spell is not known when read and that the spell should be forgotten if written. Optional params: school gives the highest level of spells known of that school (read only), spell reads or writes the level of the spell with matching spell id. If no parameter is provided, you will get the highest spell level of the spells you know (read only). |
"u_val": "spell_exp" |
Experience for a given spell. -1 means the spell is not known when read and that the spell should be forgotten if written. Required param: spell is the id of the spell in question. |
"u_val": "spell_level_adjustment" |
Temporary caster level adjustment. Only useable by EoCs that trigger on the event opens_spellbook . Old values will be reset to 0 before the event triggers. To avoid overwriting values from other EoCs, it is recommended to adjust the values here with += or -= instead of setting it to an absolute value. When an NPC consider what spell to cast they will be considered the primary talker, so their values are manipulated with u_val the same way the player's values are. Optional params: school makes it only apply to a given school. spell makes it only apply to a given spell. |
"u_val": "spell_count" |
Number of spells that this character knows. Optional params: school returns only the number of spells of the specified spell class that the character knows. Read-only. |
"u_val": "proficiency" |
Deals with a proficiency. Required params: proficiency_id is the id of the proficiency dealt with. format determines how the proficiency will be interacted with. "format": <int> will read or write how much you have trained a proficiency out of . So for example, if you write a 5 to a proficiency using "format": 10 , you will set the proficiency to be trained to 50%. "format": "percent" reads or writes how many percent done the learning is. "format": "permille" does likewise for permille. "format": "total_time_required" gives you total time required to train a given proficiency (read only). "format": "time_spent" deals with total time spent. "format": "time_left" sets the remaining time instead. For most formats possible, If the resulting time is set to equal or more than the time required to learn the proficiency, you learn it. If you read it and it gives back the total time required, it means it is learnt. Setting the total time practiced to a negative value completely removes the proficiency from your known and practiced proficiencies. If you try to read time spent on a proficiency that is not in your proficiency list, you will get back 0 seconds. |
"u_val": "volume" |
Current volume in ml. read only. Cullently, doesn't work for characters, but for monsters and items. |
"u_val": "weight" |
Current weight in mg. read only. |
"distance": [] |
Distance between two targets. Valid targets are: "u","npc" and an object with a variable name. Example: "condition": { "compare_num": [ |
"hour" |
Hours since midnight. |
"moon" |
Phase of the moon.MOON_NEW =0, |
"mod_load_order" |
This should be a string with the name of the mod. It will return the order it was loaded in or -1 if its not loaded. |
"arithmetic" |
An arithmetic expression with no result. Example: "real_count": { "arithmetic": [ |
"math" |
An array math object. |
A math
object lets you evaluate math expressions and assign them to dialogue variables or compare them for conditions. It takes the form
{ "math": [ "2 + 2 - 3", "==", "1" ] }
or idiomatically
{ "math": [ "lhs", "operator", "rhs" ] }
It takes an array as a parameter with 1, 2, or 3 strings:
{ "math": [ "lhs" ] }
Example:
{ "value": "LUMINATION", "add": { "math": [ "u_val('morale') * 3 - rng(0, 100)" ] } }
The expression in lhs
is evaluated and passed on to the parent object.
{ "math": [ "lhs", "operator" ] }
Example:
"effect": [ { "math": [ "math_test", "++" ] } ]
lhs
must be an assignment target. operator
can be ++
or --
to increment or decrement, respectively.
{ "math": [ "lhs", "operator", "rhs" ] }
If operator
is =
, +=
, -=
, *=
, /=
, or %=
the operation is an assignment:
"effect": { "math": [ "u_blorg", "=", "rng( 0, 2 ) + u_val('spell_level', 'spell: test_spell_pew') / 2" ] }
lhs
must be an assignment target. rhs
is evaluated and stored in the assignment target from lhs
.
If operator
is ==
, !=
, >=
, <=
, >
, or <
, the operation is a comparison:
"condition": { "math": [ "u_val('stamina') * 2", ">=", "5000 + rand( 300 )" ] },
lhs
and rhs
are evaluated independently and the result of operator
is passed on to the parent object.
Tokens that aren't numbers, constants, functions, or mathematical symbols are treated as dialogue variables. They are scoped by their name so myvar
is a variable in the global scope, u_myvar
is scoped on the alpha talker, n_myvar
is scoped on the beta talker, and _var
is a context variable, v_var
is a var_val.
Examples:
"//0": "return value of global var blorgy_counter",
{ "math": [ "blorgy_counter" ] },
"//1": "result, x, and y are global variables",
{ "math": [ "result", "=", "x + y" ] },
"//2": "u_z is the variable z on the alpha talker (avatar)",
{ "math": [ "result", "=", "( x + y ) * u_z" ] },
"//3": "n_crazyness is the variable crazyness on the beta talker (npc)",
{ "math": [ "n_crazyness * 2", ">=", "( x + y ) * u_z" ] },
The tokens π
(and pi
alias ) and e
are recognized as mathematical constants and get replaced by their nominal values.
Common math functions are supported:
abs()
, sqrt()
, log()
, floor()
, trunc()
, ceil()
, round()
, sin()
, cos()
, and tan()
take one argument, for example sin( 2 * pi + 1 )
.
floor( x )
returns the smallest integer not greater than x, for example floor( 1.5 )
is 1, floor( -1.5 )
is -2
ceil( x )
returns the smallest integer not less than x, for example ceil( 1.5 )
is 2, ceil( -1.5 )
is -1
trunc( x )
returns the nearest integer closer to zero, for example trunc( 1.5 )
is 1, trunc( -1.5 )
is -1
clamp( x, lo, hi )
clamps x between lo and hi. hi must be greater than lo
max()
and min()
take any number of arguments, for example max( 1, 2, 3 )
.
rand()
takes one argument x
and returns a random integer between 0 and x, for example rand(100)
.
rng()
takes two arguments a
and b
and returns a random floating point value between a and b, for example rng(1.5, 2)
.
Function composition is also supported, for example sin( rng(0, max( 0.5, u_sin_var ) ) )
Inline comparison operators evaluate as 1 for true and 0 for false.
Ternary operators take the form condition ? true_value : false_value
. They are right-associative so a chained ternary like a ? b : c ? d :e
is parsed as a ? b : (c ? d : e)
.
Examples:
"//0": "returns 5 if u_blorg is greater than 4, otherwise 0",
{ "math": [ "( u_blorg > 4 ) * 5" ] },
"//1": "returns rng( 0.5, 5 ) if u_blorg is greater than 5, otherwise rand(100)"
{ "math": [ "u_blorg > 5 ? rng( 0.5, 5 ) : rand(100)" ] },
Dialogue functions return or manipulate game values. They are scoped just like variables.
These functions support keyword-value pairs as optional arguments (kwargs) of the form 'keyword': argument
.
This section is a work in progress as functions are ported from arithmetic
to math
.
function arguments are d
oubles (or sub-expressions), s
trings, or v
ariables
some functions support array arguments or kwargs, denoted with square brackets [] (ex: [d
/v
])
Function | Eval | Assign | Scopes | Description |
---|---|---|---|---|
armor(s /v ,s /v ) |
✅ | ❌ | u, n | Return the numerical value for a characters armor on a body part, for a damage type. Arguments are damagetype ID, bodypart ID. Example: "condition": { "math": [ "u_armor('bash', 'torso')", ">=", "5"] } |
attack_speed() | ✅ | ❌ | u, n | Return the characters current adjusted attack speed with their current weapon. Example: "condition": { "math": [ "u_attack_speed()", ">=", "10"] } |
addiction_intensity(s /v ) |
✅ | ❌ | u, n | Return the characters current intensity of the given addiction. Argument is addiction type ID. Example: "condition": { "math": [ "u_addiction_intensity('caffeine')", ">=", "1"] } |
addiction_turns(s /v ) |
✅ | ✅ | u, n | Return the characters current duration left (in turns) for the given addiction. Argument is addiction type ID. Example: "condition": { "math": [ "u_addiction_turns('caffeine')", ">=", "3600"] } |
charge_count(s /v ) |
✅ | ❌ | u, n | Return the charges of a given item in the character's inventory. Argument is item ID. Example: "condition": { "math": [ "u_charge_count('light_plus_battery_cell')", ">=", "100"] } |
coverage(s /v ) |
✅ | ❌ | u, n | Return the characters total coverage of a body part. Argument is bodypart ID. For items, returns typical coverage of the item. Example: "condition": { "math": [ "u_coverage('torso')", ">", "0"] } |
distance(s /v ,s /v ) |
✅ | ❌ | g | Return distance between two targets. Arguments are location variables or special strings ( u , npc ). u means your location. npc means NPC's location.Example: "condition": { "math": [ "distance('u', loc)", "<=", "50"] } |
effect_intensity(s /v ) |
✅ | ❌ | u, n | Return the characters intensity of effect. Argument is effect ID. Optional kwargs: bodypart : s /v - Specify the bodypart to get/set intensity of effect.Example: "condition": { "math": [ "u_effect_intensity('bite', 'bodypart': 'torso')", ">", "1"] } |
encumbrance(s /v ) |
✅ | ❌ | u, n | Return the characters total encumbrance of a body part. Argument is bodypart ID. For items, returns typical encumbrance of the item. Example: "condition": { "math": [ "u_encumbrance('torso')", ">", "0"] } |
field_strength(s /v ) |
✅ | ❌ | u, n, global | Return the strength of a field on the tile. Argument is field ID. Optional kwargs: location : v - center search on this locationThe location kwarg is mandatory in the global scope.Examples: "condition": { "math": [ "u_field_strength('fd_blood')", ">", "5" ] } "condition": { "math": [ "field_strength('fd_blood_insect', 'location': u_search_loc)", ">", "5" ] } |
has_trait(s /v ) |
✅ | ❌ | u, n | Check whether the actor has a trait. Meant to be used as condition for ternaries. Arguemnt is trait ID. Example: "condition": { "math": [ "u_blorg", "=", "u_has_trait('FEEBLE') ? 100 : 15" ] } |
has_proficiency(s /v ) |
✅ | ❌ | u, n | Check whether the actor has a proficiency. Meant to be used as condition for ternaries. Arguemnt is proficiency ID. Example: "condition": { "math": [ "u_blorg", "=", "u_has_proficiency('prof_intro_biology') ? 100 : 15" ] } |
hp(s /v ) |
✅ | ✅ | u, n | Return or set the characters hp. Argument is bodypart ID. For special value ALL , get hp sum of all bodyparts or set hp of all bodyparts.For items, returns current amount of damage required to destroy item. Example: "condition": { "math": [ "hp('torso')", ">", "100"] } |
hp_max(s /v ) |
✅ | ❌ | u, n | Return the characters max amount of hp on a body part. Argument is bodypart ID. For items, returns max amount of damage required to destroy item. Example: "condition": { "math": [ "u_hp_max('torso')", ">=", "100"] } |
game_option(s /v ) |
✅ | ❌ | N/A (global) |
Return the numerical value of a game option Example: "condition": { "math": [ "game_option('NPC_SPAWNTIME')", ">=", "5"] } |
item_count(s /v ) |
✅ | ❌ | u, n | Return the number of a given item in the character's inventory. Argument is item ID. Example: "condition": { "math": [ "u_item_count('backpack')", ">=", "1"] } |
monsters_nearby(s /v ...) |
✅ | ❌ | u, n, global | Return the number of nearby monsters. Takes any number of s tring or v ariable positional parameters as monster IDs. Optional kwargs: radius : d /v - limit to radius (rl_dist)location : v - center search on this locationThe location kwarg is mandatory in the global scope.Examples: "condition": { "math": [ "u_monsters_nearby('radius': u_search_radius * 3)", ">", "5" ] } "condition": { "math": [ "monsters_nearby('mon_void_maw', 'mon_void_limb', mon_fotm_var, 'radius': u_search_radius * 3, 'location': u_search_loc)", ">", "5" ] } |
num_input(s /v ,d /v ) |
✅ | ❌ | N/A (global) |
Prompt the player for a number. Arguments are Prompt text, Default Value: "math": [ "u_value_to_set", "=", "num_input('Playstyle Perks Cost?', 4)" ] |
pain() | ✅ | ✅ | u, n | Return or set pain Example: { "math": [ "n_pain()", "=", "u_pain() + 9000" ] } |
proficiency(s /v ) |
✅ | ✅ | u, n | Return or set proficiency Argument is proficiency ID. Optional kwargs: format : s - percent return or set how many percent done the learning is. permille does likewise for permille. time_spent return or set total time spent. time_left return or set the remaining time. total_time_required return total time required to train a given proficiency (read only).Example: { "math": [ "u_proficiency('prof_intro_chemistry', 'format': 'percent')", "=", "50" ] } |
school_level(s /v ) |
✅ | ❌ | u, n | Return the highest level of spells known of that school. Argument is school ID. Example: "condition": { "math": [ "u_school_level('MAGUS')", ">=", "3"] } |
school_level_adjustment(s /v ) |
✅ | ✅ | u, n | Return or set temporary caster level adjustment. Only useable by EoCs that trigger on the event opens_spellbook . Old values will be reset to 0 before the event triggers. To avoid overwriting values from other EoCs, it is recommended to adjust the values here with += or -= instead of setting it to an absolute value.Argument is school ID. Example: { "math": [ "u_school_level_adjustment('MAGUS')", "+=", "3"] } |
skill(s /v ) |
✅ | ✅ | u, n | Return or set skill level Example: "condition": { "math": [ "u_skill('driving')", ">=", "5"] } "condition": { "math": [ "u_skill(someskill)", ">=", "5"] } |
skill_exp(s /v ) |
✅ | ✅ | u, n | Return or set skill experience Argument is skill ID. Optional kwargs: format : s /v - must be percentage or raw .Example: { "math": [ "u_skill_exp('driving', 'format': crt_format)", "+=", "10"] } |
spell_exp(s /v ) |
✅ | ✅ | u, n | Return or set spell xp Example: "condition": { "math": [ "u_spell_exp('SPELL_ID')", ">=", "5"] } |
spell_count() | ✅ | ❌ | u, n | Return number of spells the character knows. Optional kwargs: school : s/v - return number of spells known of that school.Example: "condition": { "math": [ "u_spell_count('school': 'MAGUS')", ">=", "10"] } |
spell_level(s /v ) |
✅ | ✅ | u, n | Return or set level of a given spell. -1 means the spell is not known when read and that the spell should be forgotten if written. Argument is spell ID. If "null" is given, return the highest level of spells the character knows (read only).Example: "condition": { "math": [ "u_spell_level('SPELL_ID')", "==", "-1"] } |
spell_level_adjustment(s /v ) |
✅ | ✅ | u, n | Return or set temporary caster level adjustment. Only useable by EoCs that trigger on the event opens_spellbook . Old values will be reset to 0 before the event triggers. To avoid overwriting values from other EoCs, it is recommended to adjust the values here with += or -= instead of setting it to an absolute value.Argument is spell ID. If "null" is given, adjust all spell level.Example: { "math": [ "u_spell_level_adjustment('SPELL_ID')", "+=", "3"] } |
vitamin(s /v ) |
✅ | ✅ | u, n | Return or set the characters vitamin level. Argument is vitamin ID. Example: { "math": [ "u_vitamin('mutagen')", "=", "0" ] } |
warmth(s /v ) |
✅ | ❌ | u, n | Return the characters warmth on a body part. Argument is bodypart ID. Example: The value displayed in-game is calculated as follows. "{ "math": [ "u_warmth_in_game", "=", "(u_warmth('torso') / 100) * 2 - 100"] } |
weather(s ) |
✅ | ✅ | N/A (global) |
Return or set a weather aspect Aspect must be one of: temperature (in Kelvin),humidity (as percentage),pressure (in millibar),windpower (in mph).precipitation (in mm / h) either 0.5 (very_light ), 1.5 (light), or 3 (heavy). Read only.Temperature conversion functions are available: celsius() , fahrenheit() , from_celsius() , and from_fahrenheit() .Examples: { "math": [ "weather('temperature')", "<", "from_fahrenheit( 33 )" ] } { "math": [ "fahrenheit( weather('temperature') )", "==", "21" ] } |
There is a val()
shim available that can cover the missing arithmetic functions from u_val
and npc_val
:
{ "math": [ "u_val('stamina')" ] }
where
"u_val('stamina')"
is equivalent to
{ "u_val": "stamina" }
Keyword-value pairs are also supported:
"n_val('spell_level', 'spell: test_spell_pew')"
is equivalent to
{ "npc_val": "spell_level", "spell": "test_spell_pew" }
Most of the values from arithmetic can be used with the shim, both for reading and writing.
More examples:
{ "math": [ "u_val('age')" ] },
{ "math": [ "u_val('time: 1 d')" ] },
{ "math": [ "u_val('proficiency', 'proficiency_id: prof_test', 'format: percent')" ] }
Math functions can be defined in JSON like this
{
"type": "jmath_function",
"id": "my_math_function",
"num_args": 2,
"return": "_0 * 2 + rand(_1)"
},
where _0
, _1
, etc. are positional parameters.
These functions can then be used like regular math functions, for example:
{
"type": "effect_on_condition",
"id": "EOC_do_something",
"effect": [ { "math": [ "secret_value", "=", "my_math_function( u_pain(), 500)" ] } ]
},
so _0
takes the value of u_pain()
and _1
takes the value 500 inside my_math_function()
Function composition is also supported and the functions can be defined and used in any order.
An assignment target can be either a scoped variable name or a scoped dialogue function.