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 (seerecurrence
)SCENARIO_SPECIFIC
- automatically invoked once on scenario start.AVATAR_DEATH
- automatically invoked whenever the current avatar dies (it will be run with the avatar asu
), if after it the player is no longer dead they will not die, if there are multiple EOCs they all be run until the player is not dead.NPC_DEATH
- EOCs can only be assigned to run on the death of an npc, in which case u will be the dying npc and npc will be the killer. If after it npc is no longer dead they will not die, if there are multiple they all be run until npc is not dead.OM_MOVE
- EOCs trigger when the player moves overmap tilesPREVENT_DEATH
- whenever the current avatar dies it will be run with the avatar asu
, if after it the player is no longer dead they will not die, if there are multiple they all be run until the player is not dead.EVENT
- EOCs trigger when a specific event given by “required_event” takes place.
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) | variables sent |
---|---|---|---|
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) | |
monster_attack: “eoc” | attacker ( Monster) | victim (Creature) | damage , int, damage dealt by attack |
use_action: “type”: “effect_on_conditions” | user (Character) | item (item) | id , string, stores item id |
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 | act_cost , int, cost of activation of item |
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 | |
monster weakpoint: “effect_on_conditions” | attacker (Creature, if exists, otherwise NONE) | victim (Creature) | note that if weakpoint was hit without attacker, EoC would be built without alpha talker, so using EoC referencing u_ would result in error. Use has_alpha condition before manipulating alpha talker |
monster death: “death_function” | killer (Creature, if exists, otherwise NONE) | victim (Creature) | Note that if monster was killed without a killer (falling anvil, explosion of a bomb etc), EoC would be built without alpha talker, so using EoC referencing u_ would result in error. Use has_alpha condition before manipulating alpha talker |
ammo_effect: “eoc” | shooter (Creature) | victim (if exist, otherwise NONE) (Creature) | proj_damage , int, amount of damage projectile dealt. Detonation via SPECIAL_COOKOFF ammo effect return proj_damage as 1. Note that if projectile miss the target, EoC would be built without beta talker, so using EoC referencing npc_ or n_ would result in error. Use has_beta condition before manipulating npc |
Some actions sent additional context variables, that can be used in EoC, in format:
{ "compare_string": [ "bio_uncanny_dodge", { "context_val": "id" } ] }
{ "math": [ "_act_cost", "==", "2000" ] }
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 ] ,</br>[ "30 seconds", "50 seconds" ] ,</br>[ -1, 1 ] ,</br>[ { "global_val": "small_variable" }, { "global_val": "big_variable" } ] ,</br>[ { "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; can be int, time or string, stored in said variable, or math syntax | { "global_val": "some_value" } ,</br>{ "u_val": "some_personal_value" } ,</br>{ "math": [ "some_value * 5 + 1" ] } |
location variable | not a separate format, just any variable object that store location coordinates, usually obtained by using u_location_variable / npc_location_variable | { "global_val": "some_location" } ,</br>{ "u_val": "some_location_i_know" } |
There is some amount of another types, that are not explained here, like “search_data” or “fake_spell”, but since this one are rarely reused, they are described in the effects that utilize them
Variable Object
Variable object is a value, that changes due some conditions. Variable can be int, time, string, math
expression or location variable. Types of variables are:
u_val
- variable, that is stored in this character, and, if player dies, the variable is lost also (or if you swap the avatar, for example; the secret one NPC told to character A would be lost for character B);npc_val
- variable, that is stored in beta talkerglobal_val
- variable, that is store in the world, and won’t be lost until you delete said worldcontext_val
- variable, that was delivered from some another entity; For example, EVENT type EoCs can deliver specific variables contributor can use to perform specific checks:character_casts_spell
event, that is called every time, you guess it, character cast spell, it also store information about spell name, difficulty and damage, so contributor can create a specific negative effect for every spell casted, depending on this values; Generalized EoCs can also create and use context variables; math equivalent is variable name with_
var_val
- var_val is a unique variable object in the fact that it attempts to resolve the variable stored inside a context variable. The values for var_val use the same syntax for scope that math variables do.
Prefix of the value in var_val | Resolved as |
---|---|
No Prefix or g_ | global_val |
_ | context_val |
u_ | u_val |
n_ | npc_val |
v_ | var_val |
In practice, { "var_val": "name" }
can be understood as { "global_val/context_val/u_val/npc_val": { "context_val": "name" } }
.
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_gun" }
, 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
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
{ "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 aretrue
, condition returntrue
, otherwisefalse
"or"
allow to check multiple conditions, and if at least one of them istrue
, condition returntrue
, otherwisefalse
"not"
allow to check only one condition (but this condition could be"and"
or"or"
, that themselves can check multiple conditions), and swap the result of condition: if you gettrue
, the condition returnfalse
Examples:
Checks if weather is lightning, and you have effect narcosis
"condition": { "and": [ { "is_weather": "lightning" }, { "u_has_effect": "narcosis" } ] }
Checks if weather is portal storm or distant portal storm or close portal storm
"condition": { "or": [ { "is_weather": "portal_storm" }, { "is_weather": "distant_portal_storm" }, { "is_weather": "close_portal_storm" } ] }
Checks you are not close to refugee center (at least 4 overmap tiles afar)
"condition": { "not": { "u_near_om_location": "evac_center_18", "range": 4 } }
Checks you don’t have any traits from the list
"condition": {
"or": [
{ "not": { "u_has_trait": "HUMAN_ARMS" } },
{ "not": { "u_has_trait": "HUMAN_SKIN" } },
{ "not": { "u_has_trait": "HUMAN_EYES" } },
{ "not": { "u_has_trait": "HUMAN_HANDS" } },
{ "not": { "u_has_trait": "HUMAN_LEGS" } },
{ "not": { "u_has_trait": "HUMAN_MOUTH" } }
]
}
Same as previous, but with different syntax
"condition": {
"not": {
"or": [
{ "u_has_trait": "HUMAN_ARMS" },
{ "u_has_trait": "HUMAN_SKIN" },
{ "u_has_trait": "HUMAN_EYES" },
{ "u_has_trait": "HUMAN_HANDS" },
{ "u_has_trait": "HUMAN_LEGS" },
{ "u_has_trait": "HUMAN_MOUTH" }
]
}
}
Checks there is portal storm and you have MAKAYLA_MUTATOR
mutation and you do not have item with PORTAL_PROOF
flag and you are outside
"condition": {
"and": [
{ "is_weather": "portal_storm" },
{ "u_has_trait": "MAKAYLA_MUTATOR" },
{ "not": { "u_has_worn_with_flag": "PORTAL_PROOF" } },
"u_is_outside"
]
}
Possible conditions
has_alpha
, has_beta
- type: simple string
- return true if alpha or beta talker exist
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
Examples
return true if beta talker exists
"condition": "has_beta",
u_male
, u_female
, npc_male
, npc_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_avatar
, u_is_npc
, u_is_character
, u_is_monster
, u_is_item
, u_is_furniture
, npc_is_avatar
, npc_is_npc
, npc_is_character
, npc_is_monster
, npc_is_item
, npc_is_furniture
- type: simple string
- return true if alpha or beta talker is avatar / NPC / character / monster / item /furniture
avatar
is you, player, that control specific NPC (yes, your character is still NPC, you just can control it, as you can control another NPC using faction succession)npc
is any NPC, except Avatarcharacter
is both NPC or Avatar
Creature ---> Character ---> avatar
\ \
\ \--> npc
\---> monster
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_location
, npc_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_trait
, npc_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_trait
, npc_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_is_trait_purifiable
, npc_is_trait_purifiable
- type: string or variable object
- return true if the checked trait is purifiable for the alpha or beta talker
- non-purifiability is either set globally in the trait definition or per-character via
u/npc_set_trait_purifiability
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Examples
Checks if the FEATHERS
trait is purifiable for the character (returns true as per the trait definition unless another effect set the trait non-purifiable for the target)
{ "u_is_trait_purifiable": "FEATHERS" }
u_has_martial_art
, npc_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_art
, npc_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_flag
, npc_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 |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ❌ | ✔️ |
Note: For terrain and furniture, map_terrain_with_flag, map_furniture_with_flag can also be used.
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_species
, npc_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_bodytype
, npc_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_var
, npc_has_var
DEPRECATED, use compare_string
in format { "compare_string": [ "yes", { "npc_val": "name_of_the_variable" } ] }
- type: string
- checks do alpha or beta talker has specific variables, that was added
u_add_var
ornpc_add_var
type
,context
andvalue
of the variable is also required
Note: Not to be confused with the global has_var
(no prefix), used as dialogue function to check if the variable is defined. In other words, if it exists.
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
Examples
Checks do alpha talker has u_met_sadie
variable
{ "compare_string": [ "yes", { "u_val": "general_meeting_u_met_sadie" } ] }
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" ] }
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_profession
- type: string or variable object
- Return true if player character has the given profession id or its “hobby” subtype
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ❌ | ❌ | ❌ | ❌ |
Examples
True if the character has selected Heist Driver profession at the character creation
{ "u_profession": "heist_driver" }
True if the character has selected Fishing background at the character creation
{ "u_profession": "fishing" }
u_has_strength
, npc_has_strength
, u_has_dexterity
, npc_has_dexterity
, u_has_intelligence
, npc_has_intelligence
, u_has_perception
, npc_has_perception
- type: int or variable object
- Return true if alpha or beta talker stat is at least the value or higher
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Examples
True, if alpha talker has str 7 or more
{ "u_has_strength": 7 }
u_has_part_temp
, npc_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_item
, npc_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
requirecount
orcharges
to define how much copies of items (forcount
) or charges inside item (forcharges
) 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_category
, npc_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_items_sum
, npc_has_items_sum
- type: array of pairs, pair is string or variable object and int or variable object
- return true if alpha or beta talker has enough items from the list
item
is an item that should be checked;amount
is amount of items that should be found- may be used in pair with
_consume_item_sum
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Examples
check do you have 10 blankets of any type in the list
{
"type": "effect_on_condition",
"id": "EOC_TEST",
"condition": {
"u_has_items_sum": [
{ "item": "blanket", "amount": 10 },
{ "item": "blanket_fur", "amount": 10 },
{ "item": "electric_blanket", "amount": 10 }
]
},
"effect": [ { "u_message": "true" } ],
"false_effect": [ { "u_message": "false" } ]
},
Check do you have enough blankets to cover required amount (for example, it return true if you have 5 blanket
and 10 electric_blanket
(each contribute 50% to the desired amount))
{
"type": "effect_on_condition",
"id": "EOC_TEST",
"condition": {
"u_has_items_sum": [
{ "item": "blanket", "amount": 10 },
{ "item": "blanket_fur", "amount": 15 },
{ "item": "electric_blanket", "amount": 20 }
]
},
"effect": [ { "u_message": "true" } ],
"false_effect": [ { "u_message": "false" } ]
},
Variables are also supported
{
"type": "effect_on_condition",
"id": "EOC_TEST",
"condition": {
"u_has_items_sum": [
{ "item": { "global_val": "foo" }, "amount": { "math": "20 + 2" } },
{ "item": "blanket_fur", "amount": 15 },
{ "item": "electric_blanket", "amount": 20 }
]
},
"effect": [ { "u_message": "true" } ],
"false_effect": [ { "u_message": "false" } ]
},
u_has_bionics
, npc_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_effect
, npc_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 formmabuff: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_proficiency
, npc_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_weapon
, npc_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_weapon
, npc_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_weapon
, npc_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_driving
, npc_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_flag
, npc_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_flag
, npc_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_category
, npc_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_has_wielded_with_skill
, npc_has_wielded_with_skill
- type: string or variable object
- return true if alpha or beta talker wield a gun or melee weapon with this skill
- gun skills are delivered from
skill
field - melee weapon skill is delivered from the highest damage type item has
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Examples
check do you wield a gun with pistol
skill
{ "u_has_wielded_with_skill": "pistol" }
u_has_wielded_with_ammotype
, npc_has_wielded_with_ammotype
- type: string or variable object
- return true if alpha or beta talker wield an item that can have this ammo type
- works with items that allow multiple ammo types
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Examples
check do you wield a gun with 22
ammo type (.22 LR)
{ "u_has_wielded_with_ammotype": "22" }
u_can_see
, npc_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_deaf
, npc_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_alive
, npc_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_exists
, npc_exists
- type: simple string
- return true if alpha or beta talker is not null
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
u_is_on_terrain
, npc_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_flag
, npc_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_field
, npc_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_query
, npc_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_tile
, npc_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 possibleanywhere
is the same as the “look around” UIline_of_sight
only tiles that are visible at this moment (range
is mandatory)around
is the same as starting a fire, you can only choose the 9 tiles you’re immediately adjacent to
target_var
is variable object to contain coordinates of selected tile (mandatory)range
defines the selectable range forline_of_sight
(mandatory forline_of_sight
, otherwise not required)z_level
defines allow if select other z-level foranywhere
message
is displayed while selecting
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_flag
, map_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": "u_loc_relative", "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_terrain_id
, map_furniture_id
, map_field_id
- type: string or variable object
- return true if the terrain, furniture or field has specific id
loc
will specify location of terrain or furniture (mandatory)
Valid talkers:
No talker is needed.
Examples
Runs a query, allowing you to pick specific tile around. When picked, stores coordinates of this tile in check_terrain
variable, and then check is it a t_grass
. If yes, effect
is run, otherwise false_effect
is run
{
"type": "effect_on_condition",
"id": "EOC_TEST_QUERY",
"condition": {
"and": [
{
"u_query_tile": "line_of_sight",
"target_var": { "context_val": "check_terrain" },
"message": "Check what terrain it is",
"range": 10
},
{ "map_terrain_id": "t_grass", "loc": { "context_val": "check_terrain" } }
]
},
"effect": [ { "u_message": "it is a grass" } ],
"false_effect": [ { "u_message": "it is NOT a grass" } ]
}
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_location
, npc_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 can't see <context_val:pos>." }
}
}
has_ammo
- type: simple string
- return true if beta talker is an item and has enough ammo for at least one “shot”.
test_eoc
- type: string or variable object
- return true if the provided eoc’s condition returns true
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
Examples
Check whether the eoc test_condition
would use its true or false effect
{ "test_eoc": "test_condition" }
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 | |
camp_taken_over | Triggers any faction’s camp is taken over | { “old_owner”, faction_id }, { “new_Owner”, faction_id }, { “camp_name”, string }, { “was_violent”, bool }, | avatar / NONE | |
causes_resonance_cascade | Triggers when resonance cascade option is activated via “old lab” finale’s computer | NONE | avatar / NONE | |
character_butchered_corpse | Triggers after succesful butchering action. Possible values of butcher_type are ACT_BLEED , ACT_BUTCHER , ACT_BUTCHER_FULL , ACT_FIELD_DRESS , ACT_SKIN , ACT_QUARTER , ACT_DISMEMBER , ACT_DISSECT | { “character”, character_id }, { “monster_id”, mtype_id }, { “butcher_type”, string }, | character / 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 },{ “bodypart”, bodypart_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 },{ “bodypart”, bodypart_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_radioactively_mutates | triggered when a character mutates due to being irradiated | { “character”, character_id }, | character / NONE | |
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 | triggers when character gets any damage from any creature | { “character”, character_id },{ “damage”, int }, | character / attackerm if exists, otherwise NONE(character or monster) | use has_beta conditon before interacting with beta talker |
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_attempt_to_fall_asleep | triggers in the moment character tries to fall asleep, after confirming and setting an alarm, but before “you lie down” | { “character”, character_id }, | character / NONE | |
character_falls_asleep | triggers in the moment character actually falls asleep; trigger includes cases where character sleep for a short time because of sleepiness or drugs; duration of the sleep can be changed mid sleep because of hurt/noise/light/pain thresholds and another factors | { “character”, character_id }, { “duration”, int_ (in seconds) } | 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_proficiency | { “character”, character_id },{ “proficiency”, proficiency_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 | ||
loses_mutation | { “character”, character_id },{ “trait”, trait_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 | string, variable object, inline EoC, or range of all of them | if was successful, all EoCs from true_eocs are run, otherwise all EoCs from 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 | string, variable object, inline EoC, or range of all of them | 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 (eoc id or inline eoc) or variable object) 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" } ]
}
}
}
}
}
Use Context Variable as a eoc (A trick for loop)
{
"type": "effect_on_condition",
"id": "debug_eoc_for_loop",
"effect": [ { "run_eoc_with": "eoc_for_loop", "variables": { "i": "0", "length": "10", "eoc": "eoc_msg_hello_world" } } ]
},
{
"type": "effect_on_condition",
"id": "eoc_msg_hello_world",
"effect": [ { "u_message": "hello world" } ]
},
{
"type": "effect_on_condition",
"id": "eoc_for_loop",
"condition": { "and": [ { "expects_vars": [ "i", "length", "eoc" ] }, { "math": [ "_i", "<", "_length" ] } ] },
"effect": [ { "run_eocs": [ { "context_val": "eoc" } ] }, { "math": [ "_i", "++" ] }, { "run_eocs": "eoc_for_loop" } ],
"//": "Checks i is lesser than length, and if true, runs EoC, stored in context val 'eoc', increment i, and runs itself again; all context variables would be saved and passed to the next iteration"
}
u_set_talker
, npc_set_talker
Store the character_id of You or NPC into a variable object
Syntax | Optionality | Value | Info |
---|---|---|---|
“u_set_talker” / “npc_set_talker” | mandatory | variable object | the variable object to store the character_id |
Examples
{
"effect": [
{ "u_set_talker": { "global_val": "u_character_id" } },
{ "u_message": "Your character id is <global_val:u_character_id>" }
]
}
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
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 id or inline eoc) | EoC or EoCS that would be run |
“alpha_loc”,”beta_loc” | optional | string, variable object | u_location_variable , where the EoC should be run. Set the alpha/beta talker to the creature at the location. |
“alpha_talker”,”beta_talker” | optional (If you use both “alpha_loc” and “alpha_talker”, “alpha_talker” will be ignored.) | string, variable object | Set alpha/beta talker. This can be either a character_id (you can get from EOC event or u_set_talker ) or some hard-coded values: "" : null talker "u"/"npc": the alpha/beta talker of the EOC (Should be Avatar/Character/NPC/Monster) "avatar" : your avatar |
“false_eocs” | optional | string, variable object, inline EoC, or range of all of them | false EOCs will run if 1. there is no creature at “alpha_loc”/”beta_loc”,or 2. “alpha_talker” or “beta_talker” doesn’t exist in the game (eg. dead NPC),or 3. alpha and beta talker are both null |
“variables” | optional | pair of "variable_name": "variable" | variables, that would be passed to the EoC; numeric values should be specified as strings; when a variable is an object and has the i18n member set to true, the variable will be localized; 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" }
}
]
}
Control a NPC and return to your original body. By using EOC_control_npc
, you can gain control of an NPC, and your original body’s character_id will be stored in the global variable "player_id"
. Then, by using EOC_return_to_player
, you can return to your original body.
{
"type": "effect_on_condition",
"id": "EOC_control_npc",
"effect": [
{ "u_set_talker": { "global_val": "player_id" } },
{
"if": { "u_query_tile": "anywhere", "target_var": { "context_val": "loc" }, "message": "Select point" },
"then": {
"run_eoc_with": {
"id": "_EOC_control_npc_do",
"effect": [
{
"if": "npc_is_npc",
"then": [ "follow", "take_control" ],
"else": { "message": "Please select a NPC." }
}
]
},
"beta_loc": { "context_val": "loc" },
"false_eocs": { "id": "_EOC_control_npc_fail_msg", "effect": { "message": "Please select a NPC." } }
},
"else": { "u_message": "Canceled" }
}
]
},
{
"type": "effect_on_condition",
"id": "EOC_return_to_player",
"effect": [
{
"run_eoc_with": { "id": "_EOC_return_to_player_do", "effect": [ "follow", "take_control" ] },
"alpha_talker": "avatar",
"beta_talker": { "global_val": "player_id" },
"false_eocs": { "id": "_EOC_return_to_player_fail_msg", "effect": { "message": "Unable to locate your original body." } }
}
]
}
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 (eoc id or inline eoc) or variable object or array of eocs | 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 (eoc id or inline eoc) | 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": "variable" | variables, that would be passed to the EoC; numeric values should be specified as strings; when a variable is an object and has the i18n member set to true, the variable will be localized; 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_remainder
, npc_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, variable object, inline EoC, or range of all of them | 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": { "compare_string": [ "yes", { "u_val": "eoc_sample_if_else_test" } ] },
"then": { "u_message": "You have variable." },
"else": [
{ "u_message": "You don't have variable." },
{
"if": { "not": { "compare_string": [ "yes", { "u_val": "eoc_sample_if_else_test" } ] } },
"then": [
{ "u_add_var": "eoc_sample_if_else_test", "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 | variable/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, do something: for spell level 0 it casts another_spell, for spell level 3 it adds effect “drunk”, and so on.
{
"switch": { "math": [ "u_spell_level('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_eocs
, npc_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_monster_eocs
, npc_run_monster_eocs
Monsters run EoCs, provided by this effect; only works inside reality bubble
Syntax | Optionality | Value | Info |
---|---|---|---|
“u_run_monster_eocs”/ “npc_run_monster_eocs” | mandatory | array of eocs | EoCs that would be run by monsters |
“mtype_ids” | optional | array or variable objects | mtype_id(s) that should be affected |
“monster_range” | optional | int or variable object | if used, only monsters in this range are affected |
“monster_must_see” | optional | boolean | default false; if true, only monsters you can see are affected |
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
❌ | ❌ | ❌ | ✔️ | ❌ | ❌ |
Examples
Run EOC_KILL_SHADOW on half the monsters in a 36 range around u_mansion_centre
{ "run_eoc_with": "EOC_BANISH_MANSION_MONSTERS", "beta_loc": { "u_val": "mansion_centre" } },
…
{
"type": "effect_on_condition",
"id": "EOC_BANISH_MANSION_MONSTERS",
"//": "Banish half the mapgen monsters from the mansion to make room for special scenario ferals",
"eoc_type": "ACTIVATION",
"effect": [
{
"npc_run_monster_eocs": [ { "id": "EOC_BANISH_MONSTERS_AROUND_MANSION_CENTER", "condition": { "math": [ "rand(1)", "==", "0" ] }, "effect": { "run_eocs": "EOC_KILL_SHADOW" } } ],
"monster_range": 36
}
]
},
Run EOC_KILL_SHADOW on any mon_zombie_dog, mon_dog_zombie_cop or mon_dog_zombie_rot in a 12 range around the alpha talker
{
"u_run_monster_eocs": [ { "id": "EOC_BANISH_ZOMBIE_DOGS_AROUND_PLAYER", "effect": { "run_eocs": "EOC_KILL_SHADOW" } } ],
"mtype_ids": [ "mon_zombie_dog", "mon_dog_zombie_cop", "mon_dog_zombie_rot" ]
"monster_range": 12
}
u_run_inv_eocs
, npc_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 | search_data | sets the condition(s) 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 hasexcluded_flags - flag or flags the item doesn’t havematerial - material of an item;worn_only - if true, return only items, that are worn;wielded_only - if true, return only wielded items;calories - minimum amount of kcal of an item |
“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 | string, variable object, inline EoC, or range of all of them | if item was picked successfully, all EoCs from true_eocs are run, otherwise all EoCs from 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" } ] } ]
}
]
}
Pick all items with RECHARGE
or ELECTRONIC
flags, and run EOC_PRINT_ITEM_CHARGE
on them.
{
"type": "effect_on_condition",
"id": "eoc_print_inv_power",
"effect": [
{
"u_run_inv_eocs": "all",
"search_data": [ { "flags": [ "RECHARGE" ] }, { "flags": [ "ELECTRONIC" ] } ],
"true_eocs": [ "EOC_PRINT_ITEM_CHARGE" ]
}
]
}
u_map_run_item_eocs
, npc_map_run_item_eocs
Search items around you on the map, and run EoC on them
Syntax | Optionality | Value | Info |
---|---|---|---|
“u_map_run_item_eocs”, “npc_map_run_item_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 |
“loc” | optional | location variable | location, where items would be scanned; lack of it would scan only tile the talker stands on |
“min_radius”, “max_radius” | optional | int or variable object | radius around the location/talker that would be searched |
“title” | optional | string or variable object | name of the menu that would be shown, if manual or manual_mult values are used |
“search_data” | optional | search_data | sets the condition(s) 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 hasexcluded_flags - flag or flags the item doesn’t havematerial - material of an item;worn_only - if true, return only items, that are worn;wielded_only - if true, return only wielded items |
“true_eocs”, “false_eocs” | optional | string, variable object, inline EoC, or range of all of them | if item was picked successfully, all EoCs from true_eocs are run, otherwise all EoCs from false_eocs are run; picked item is returned as npc |
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
Examples
Run EOC_GOOD
on all items 5-10 tiles around you (but not tiles 1-4 tiles around you)
{
"type": "effect_on_condition",
"id": "EOC_TEST",
"effect": [
{
"u_map_run_item_eocs": "all",
"min_radius": 5,
"max_radius": 10,
"title": "Something good?",
"true_eocs": [ "EOC_GOOD" ]
}
]
}
Create context variable loc
where player stands Scan all items 1-10 tiles around the loc
(actually loc
can be omitted here, since it’s the same location as player); open the Test: Item collection
menu, where player can pick items from said radius; after confirmation, all picked items are run in EOC_map_item_test_run
EOC_map_item_test_run
teleport all items to loc
, and print Items rolled at your feet
{
"type": "effect_on_condition",
"id": "EOC_map_item_test1",
"effect": [
{ "u_location_variable": { "context_val": "loc" } },
{
"u_map_run_item_eocs": "manual_mult",
"loc": { "context_val": "loc" },
"min_radius": 1,
"max_radius": 10,
"title": "Test: Item collection",
"true_eocs": [
{
"id": "EOC_map_item_test_run",
"effect": [ { "npc_teleport": { "context_val": "loc" } }, { "u_message": "Items rolled at your feet." } ]
}
]
}
]
}
Search crashing_ship_4
overmap terrain 10 overmap tiles around the player, on z-level -10 (where the ship is places), then in this overmap search t_escape_pod_floor
terrain, and if found, put it’s coordinates to escape_pod_crate
context value Search all items on escape_pod_crate
tile, and run EOC_AFS_ESCAPE_POD_CARGO_TP
(it will teleport items to new_map
location) Print a message with popup Teleport player to new_map
{
"type": "effect_on_condition",
"id": "EOC_ESCAPE_POD_CHAIR",
"effect": [
{
"u_location_variable": { "context_val": "escape_pod_crate" },
"target_params": { "om_terrain": "crashing_ship_4", "search_range": 10, "z": -10 },
"terrain": "t_escape_pod_floor",
"target_max_radius": 24
},
{
"u_map_run_item_eocs": "all",
"loc": { "context_val": "escape_pod_crate" },
"min_radius": 0,
"max_radius": 0,
"true_eocs": [ { "id": "EOC_AFS_ESCAPE_POD_CARGO_TP", "effect": [ { "npc_teleport": { "global_val": "new_map" } } ] } ]
},
{
"u_message": "You make sure that all equipment is strapped down and loose items are put away to avoid projectiles during launch before you strap yourself into the escape pod seat and press the launch button. With an incredibly loud roar and a massive acceleration that presses you into the seat, the escape pod fires from the ship, plummeting towards the planet below.",
"popup": true
},
{ "u_teleport": { "global_val": "new_map" }, "force": true }
]
}
reveal_map
Reveal the overmap area around specific location variable
Syntax | Optionality | Value | Info |
---|---|---|---|
“reveal_map” | mandatory | variable object | location variable, around which the map would be revealed |
“radius” | mandatory | int or variable object | default 0; the size of revealed zone |
Examples
Reveal the zone three tiles around the character
{
"type": "effect_on_condition",
"id": "EOC_TEST",
"effect": [
{ "set_string_var": { "mutator": "u_loc_relative", "target": "(0,0,0)" }, "target_var": { "context_val": "loc" } },
{ "reveal_map": { "context_val": "loc" }, "radius": 3 }
]
}
Same, but using different syntax
{
"type": "effect_on_condition",
"id": "EOC_TEST",
"effect": [
{ "u_location_variable": { "context_val": "loc" } },
{ "reveal_map": { "context_val": "loc" }, "radius": 3 }
]
}
Find overmap tile using target_params
, store coordinates in loc
, and reveal the area 20 tiles around loc
{
"type": "effect_on_condition",
"id": "EOC_HOUSE_REVEAL",
"effect": [
{
"u_location_variable": { "context_val": "loc" },
"target_params": { "om_terrain": "house_02", "search_range": 100, "z": 0 }
},
{ "reveal_map": { "context_val": "loc" }, "radius": 20 }
]
}
reveal_route
Reveal the route between two location variables, using closest roads
Syntax | Optionality | Value | Info |
---|---|---|---|
“reveal_route” | mandatory | variable object | location variable, starting point in the route |
“target_var” | mandatory | variable object | location variable, ending point in the route |
“radius” | int or variable object | the size of revealed path | |
“road_only” | optional | boolean | default false; if true, reveal only road tiles |
Examples
Reveal the path between you and 50 overmap tiles west of you
{
"type": "effect_on_condition",
"id": "EOC_TEST",
"effect": [
{ "set_string_var": { "mutator": "u_loc_relative", "target": "(0,0,0)" }, "target_var": { "context_val": "loc_a" } },
{ "set_string_var": { "mutator": "u_loc_relative", "target": "(-1200,0,0)" }, "target_var": { "context_val": "loc_b" } },
{ "reveal_route": { "context_val": "loc_a" }, "target_var": { "context_val": "loc_b" }, "radius": 3 }
]
},
Reveal the route between you and house_02
{
"type": "effect_on_condition",
"id": "EOC_HOUSE_route",
"effect": [
{
"u_location_variable": { "context_val": "loc" },
"target_params": { "om_terrain": "house_02", "search_range": 100, "z": 0 }
},
{
"reveal_route": { "mutator": "u_loc_relative", "target": "(0,0,0)" },
"target_var": { "context_val": "loc" },
"radius": 3,
"road_only": true
}
]
}
closest_city
Store coordinates of the closest city nearby in a variable
Syntax | Optionality | Value | Info |
---|---|---|---|
“closest_city” | mandatory | variable object | location variable, center of the found city |
“known” | optional | boolean | default true; if true, picks the closest city you know (has yellow text of the city name on your map), otherwise picks the closest city even if you didn’t visit it yet |
Additionally sends context variables city_name
(string) and city_size
(int)
Examples
Stores coordinates of closest known city, and print variables
{
"type": "effect_on_condition",
"id": "EOC_DEBUG_CITY_NEARBY",
"effect": [
{ "closest_city": { "context_val": "city" } },
{ "u_message": "Known city: <context_val:city>" },
{ "u_message": "city_name: <context_val:city_name>" },
{ "u_message": "city_size: <context_val:city_size>" }
]
},
Same, but return any city nearby
{
"type": "effect_on_condition",
"id": "EOC_DEBUG_CITY_NEARBY_UNKNOWN",
"effect": [
{ "closest_city": { "context_val": "city" }, "known": false },
{ "u_message": "Unknown city: <context_val:city>" },
{ "u_message": "city_name: <context_val:city_name>" },
{ "u_message": "city_size: <context_val:city_size>" }
]
},
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 or inline EOCs| 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": "variable"
| variables, that would be passed to the EoCs; numeric values should be specified as strings; when a variable is an object and has the i18n
member set to true, the variable will be localized; 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” | optional | dialogue condition | default a condition that always return true; condition should return “false” to terminate the loop |
“iteration” | optional | int or variable object | default 100; max amount of iteration, that is allowed to run; if the condition always returns true, the EOC will run for this number of iterations. |
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": [
{ "run_eoc_until": "EOC_until_nested", "condition": { "math": [ "my_variable", "<", "10" ] } }
]
},
{
"type": "effect_on_condition",
"id": "EOC_until_nested",
"effect": [ { "u_spawn_item": "knife_combat" }, { "math": [ "my_variable", "++" ] } ]
}
A loop of 10 iterations.
{
"type": "effect_on_condition",
"id": "EOC_run_until",
"effect": { "run_eoc_until": "EOC_until_nested", "iteration": 10 }
},
{
"type": "effect_on_condition",
"id": "EOC_until_nested",
"effect": { "u_message": "!!!" }
}
Character effects
u_mutate
, npc_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 causing a random mutation, with 0 only 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_category
, npc_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_mutate_towards
, npc_mutate_towards
Similar to the above, but designates a desired end-point of mutation and uses the normal mutate_towards steps to get there, respecting base traits and changes_to/cancels/types
restrictions.
Syntax | Optionality | Value | Info |
---|---|---|---|
“u_mutate_towards” / “npc_mutate_towards” | mandatory | string or variable object | Trait ID |
“category” | optional | string or variable object | default ANY, defines which category to use for the mutation steps - necessary for vitamin usage |
“use_vitamins” | optional | boolean | same as in u_mutate , requires a defined category |
Examples
Mutate towards Tail Stub (removing any incompatibilities) using the category set in the variable, deprecating that vitamin and using the category’s base trait removal chance/multiplier.
{
"u_mutate_towards": "TAIL_STUB",
"category": { "u_val": "upcoming_mutation_category", },
"use_vitamins": true
},
u_set_trait_purifiability
, npc_set_trait_purifiability
If you have the given trait it will be added to /removed from your list of non-purifiable traits, overriding purifiable: true
in the given trait’s definition.
Syntax | Optionality | Value | Info |
---|---|---|---|
“u/npc_set_trait_purifiablility” | mandatory | string or variable object | id of the trait to change |
“purifiable” | mandatory | bool | true adds the trait to the unpurifiable trait list, false removes it |
{
"u_set_trait_purifiability": "BEAK", // Trait ID to change
"purifiable": false // Turns the trait unpurifiable for the talker
}
u_add_effect
, npc_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_bionic
, npc_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_bionic
, npc_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_trait
, npc_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 |
“variant” | optional | string or variable object | id of the trait’s variant |
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" } }
Adds hair_mohawk
trait with the purple
variant to the character:
{ "u_add_trait": "hair_mohawk", "variant": "purple" }
u_lose_effect
, npc_lose_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 |
“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 |
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ❌ | ❌ |
Examples
Removes infection
effect from player:
{ "u_lose_effect": "infection" }
Removes bleed
effect from player’s head:
{ "u_lose_effect": "bleed", "target_part": "head" }
Removes effect, stored in effect_id
context value, from the player:
{ "u_lose_effect": { "context_val": "effect_id" } }
u_lose_trait
, npc_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_trait
, npc_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_trait
, npc_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_art
, npc_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_art
, npc_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_var
, npc_add_var
Save a string as personal variable, that you can check later using compare_string
(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 | DEPRECATED. use time() math syntax instead. default false; if true, the current time would be saved in variable; incompatible with “value” and “possible_values” |
“type”, “context” | optional | string | DEPRECATED. JUST USE _add_var to give the name of the variable. 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 |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ✔️ |
Note: numeric vars can be set (and check) to monsters via math
functions. See the example below.
Examples
Saves personal variable u_met_godco_jeremiah
with general
type, meeting
context, and value `yes
{ "u_add_var": "general_meeting_u_met_godco_jeremiah", "value": "yes" }
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 sleepiness
(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": "mbt_f_function",
"possible_values": [ "morale", "focus", "pain", "sleepiness" ]
}
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": "number_artisans_gunsmith_ammo_ammount", "value": "800" }
could be moved to:
[ "u_number_artisans_gunsmith_ammo_amount", "=", "800" ]
Setting and checking monster vars via math
. The first spell targets a monster and forces it to run the effect on condition to apply a custom var, which the second spell checks to deal additional effects:
{
"id": "spell_tag",
"type": "SPELL",
"name": { "str": "Spell tag" },
"description": "Tags the target with u_var_tagged",
"valid_targets": [ "ally", "hostile" ],
"effect": "effect_on_condition",
"effect_str": "spell_tag_eoc",
"shape": "blast",
"min_range": 10,
"max_range": 10
}
...
{
"id": "spell_tag_eoc",
"type": "effect_on_condition",
"effect": [ { "math": [ "u_var_tagged", "+=", "1" ] } ]
}
...
{
"id": "spell_check",
"type": "SPELL",
"name": { "str": "Spell check" },
"description": "Checks for u_var_tagged on the target, and forces it to cast one of two spells accordingly",
"valid_targets": [ "ally", "hostile" ],
"effect": "effect_on_condition",
"effect_str": "spell_check_eoc",
"shape": "blast",
"min_range": 10,
"max_range": 10
}
...
{
"id": "spell_check_eoc",
"type": "effect_on_condition",
"condition": { "math": [ "u_var_tagged", ">", "0" ] },
"effect": [ { "u_cast_spell": { "id": "spell_heal" } } ],
"false_effect": [ { "u_cast_spell": { "id": "spell_hurt" } } ]
}
...
u_lose_var
, npc_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 bio_blade_electric_on
{ "u_lose_var": "bio_blade_electric_on" }
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 |
“i18n” | optional | boolean | Whether the string values should be localized |
“string_input” | optional | object | Accepts user input. When using string_input , the user will input a string and assign it to target_var . If the input is canceled, the value in set_string_var will be assigned as the default value. See details in the table below. |
String Input Details
Property | Optionality | Type | Description |
---|---|---|---|
“title” | optional | string, variable object | The title of the input popup window, can be localized (e.g., "title": { "i18n": true, "str": "Input a value:" } ). |
“description” | optional | string, variable object | The description of the input popup window, can be localized. |
“default_text” | optional | string, variable object | The default text in the input popup window, can be localized. |
“width” | optional | integer | The character length of the input box. Default is 20. |
“identifier” | optional | string | Input boxes with the same identifier share input history. Default is "" . |
“only_digits” | optional | boolean | Whether the input is purely numeric. Default is false. |
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 }
Get the user input
{
"id": "EOC_string_input_test",
"type": "effect_on_condition",
"effect": [
{
"set_string_var": "",
"string_input": {
"title": { "i18n": true, "str": "Input a value:" },
"description": { "i18n": true, "str": "Just say something" },
"width": 30
},
"target_var": { "context_val": "str" }
},
{ "u_message": "You said: <context_val:str>" }
]
}
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” / “field” / “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”, “false_eocs” | optional | string, variable object, inline EoC, or range of all of them | if the location was found, all EoCs from true_eocs are run, otherwise all EoCs from false_eocs are run |
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
}
}
Check the map 26 tiles around to find fd_fire
; if fire is presented, prints it’s coordinates, otherwise prints “no fire”.
{
"type": "effect_on_condition",
"id": "EOC_FIRE_IS_NEARBY",
"effect": [
{ "u_location_variable": { "context_val": "test" }, "field": "fd_fire", "target_max_radius": 26 },
{
"if": { "map_field_id": "fd_fire", "loc": { "context_val": "test" } },
"then": { "u_message": "Fire is in <context_val:test>" },
"else": { "u_message": "No fire nearby" }
},
{
"if": { "math": [ "has_var(_test)" ] },
"then": { "u_message": "Fire is in <context_val:test>" },
"else": { "u_message": "No fire nearby" }
}
]
},
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_recipe
, npc_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_recipe
, npc_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_wet
, npc_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_sound
, npc_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_healthy
, npc_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_morale
, npc_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_morale
, npc_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_consume_item_sum
, npc_consume_item_sum
Consumes all items you have in your inventory, treating count as weight Effect does not validate do player actually has enough items to consume, use _has_items_sum
See examples for more info
Syntax | Optionality | Value | Info |
---|---|---|---|
“u_unset_flag” / “npc_unset_flag” | mandatory | array of pairs, in pair is string or variable object | runs the effect |
“item” | mandatory | string or variable object | id of item that should be removed |
“amount” | mandatory | int or variable object | amount of items or charges that should be removed |
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Examples
Consume 10 blankets. Effect allows to be consumed any item, so in this case player may have 3 blanket
, 2 blanket_fur
, and 5 electric_blanket
, and effect would consume all of it
{
"type": "effect_on_condition",
"id": "EOC_TEST",
"effect": [
{
"u_consume_item_sum": [
{ "item": "blanket", "amount": 10 },
{ "item": "blanket_fur", "amount": 10 },
{ "item": "electric_blanket", "amount": 10 }
]
}
]
},
Effect is order dependent, meaning first entry in json would be consumed first, then second and so on. Having 5 blanket
, 10 blanket_fur
and 5 electric_blanket
would result in 5 blanket
and 5 blanket_fur
being consumed
Variable amount
is also supported. In this case amount would be also treated as the weight; In the next example, having 10 blanket
, 10 blanket_fur
and 10 electric_blanket
would be treated as covering 100% of requirement, 10 blanket
delivering 40%, 10 blanket_fur
delivering another 40%, and 10 electric_blanket
delivering the last 20%
{
"type": "effect_on_condition",
"id": "EOC_TEST",
"effect": [
{
"u_consume_item_sum": [
{ "item": "blanket", "amount": 25 },
{ "item": "blanket_fur", "amount": 25 },
{ "item": "electric_blanket", "amount": 50 }
]
}
]
},
Because of how variable amount is calculated, it is recommended to put the values with the smallest amount
on the top; It would prevent code overshooting, as:
// example: we have 99 blankets and 1 blanket_fur
// json below would result in 99 blankets and 1 blanket_fur consumed
{ "item": "blanket", "amount": 100 }, { "item": "blanket_fur", "amount": 2 }
// this json, however, would result in 1 blanket_fur and 50 blanket consumed
{ "item": "blanket_fur", "amount": 2 }, { "item": "blanket", "amount": 100 }
Variables are also supported
{
"type": "effect_on_condition",
"id": "EOC_TEST",
"effect": [
{
"u_consume_item_sum": [
{ "item": { "global_val": "foo" }, "amount": { "math": "20 + 2" } }
]
}
]
},
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_message
, npc_message
, message
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 }
Print a text with a context variable
{ "u_message": "Test event with trait_id FIRE! <context_val:trait_id>", "type": "good" }
u_cast_spell
, npc_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 | fake_spell | information of what spell and how it should be casted; next field can be used: |
“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”, “false_eocs” | optional | string, variable object, inline EoC, or range of all of them | if spell was casted successfully, all EoCs from true_eocs are run, otherwise all EoCs from false_eocs are run |
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_activity
, npc_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_teleport
, npc_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_die
, npc_die
You or an NPC will instantly die. If the target is an item, it will be deleted.
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ❌ | ✔️ |
Examples
You and NPC both die
{
"type": "effect_on_condition",
"id": "both_are_ded",
"effect": [ "u_die", "npc_die" ]
}
Removes a corpse around you (corpses are handled as items)
{
"id": "EOC_CORPSE_REMOVAL",
"type": "effect_on_condition",
"effect": [
{
"if": { "message": "Select target", "u_query_tile": "around", "target_var": { "global_val": "delete_this_corpse" } },
"then": [
{
"u_map_run_item_eocs": "all",
"search_data": [ { "id": "corpse" } ],
"loc": { "global_val": "delete_this_corpse" },
"min_radius": 0,
"max_radius": 0,
"true_eocs": [ { "id": "EOC_CORPSE_REMOVAL_SUCCESS", "effect": [ "npc_die", { "u_message": "*poof*", "type": "good" } ] } ],
"false_eocs": [ { "id": "EOC_CORPSE_REMOVAL_FAIL", "effect": [ { "u_message": "There is no corpse there.", "type": "bad" } ] } ]
}
],
"else": [ { "u_message": "Canceled" } ]
}
]
}
u_prevent_death
, npc_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_attack
, npc_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_flag
, npc_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_flag
, npc_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_activate
, npc_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 create items from the item group given. (“count” and “containter” will be ignored since they are defined in the item group.) |
“flags” | optional | array of string or variable object | The item will have all the flags from the array flags |
Examples
Spawn a plastic bottle on ground
{
"type": "effect_on_condition",
"id": "EOC_map_spawn_item",
"effect": [
{ "set_string_var": { "mutator": "u_loc_relative", "target": "(0,1,0)" }, "target_var": { "context_val": "loc" } },
{ "map_spawn_item": "bottle_plastic", "loc": { "mutator": "u_loc_relative", "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_radius
, npc_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_monster
, npc_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 or monstergroup that would be spawned, using “” picks randomly from nearby monsters |
“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 will spawn a monster from monstergroup |
“single_target” | optional | boolean | default false; if true, _spawn_monster the game pick only one monster from the provided monstergroup or from nearby monsters |
“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 |
“temporary_drop_items” | optional | boolean | default false; if true, monsters summoned with a lifespan will still drop items and leave a corpse. |
“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 | string, variable object, inline EoC, or range of all of them | if at least 1 monster was spawned, all EoCs from true_eocs are run, otherwise all EoCs from false_eocs are run |
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_npc
, npc_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 | string, variable object, inline EoC, or range of all of them | if at least 1 monster was spawned, all EoCs from true_eocs are run, otherwise all EoCs from false_eocs are run |
Examples
Spawn 2 hallucination portal_person
s, outdoor, 3-5 tiles around the player, for 1-3 minutes and with messages
{
"u_spawn_npc": "portal_person",
"hallucination_count": 2,
"outdoor_only": true,
"min_radius": 3,
"max_radius": 5,
"lifespan": [ "1 minutes", "3 minutes" ],
"spawn_message": "A person steps nearby from somewhere else.",
"spawn_message_plural": "Several identical people walk nearby from nowhere."
}
u_set_field
, npc_set_field
spawn a field in a square around player. it is recommended to not use it in favor of u_transform_radius
or u_emit
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 }
u_emit
, npc_emit
Emit a field using type: emit
Syntax | Optionality | Value | Info |
---|---|---|---|
“u_emit”, “npc_emit” | mandatory | string or variable object | id of emit that would be spawned |
“chance_mult” | optional | int, variable object or value between two | default 1; multiplies emit chance field on this number |
“target_var” | optional | variable object | if used, the emission would spawn from this location instead of you or NPC |
Examples
Spawn emit_tear_gas_toad
(spawns 3 fd_tear_gas
) with double of it’s chance ( 15 * 2 = 30% chance ) around the player
{ "u_emit": "emit_tear_gas_toad", "chance_mult": 2 }
Does the same, but spawns it from coordinates, stored in context var loc
{ "u_emit": "emit_tear_gas_toad", "chance_mult": 2, "target_var": { "context_val": "loc" } }
turn_cost
Subtract this many turns from the alpha talker’s moves.
Syntax | Optionality | Value | Info |
---|---|---|---|
“turn_cost” | mandatory | number, duration, variable object or value between two | how long the action takes (can be specified in number of turns (as decimal), or as a duration) |
Examples
{
"effect": [
{ "turn_cost": "1 sec" }
]
}
{
"effect": [
{ "turn_cost": 0.6 }
]
}
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ❌ | ❌ | ❌ | ❌ |
transform_item
Convert the beta talker (which must be an item) into a different item, optionally activating it. Works similarly to the “transform” use_action.
Syntax | Optionality | Value | Info |
---|---|---|---|
“transform_item” | mandatory | string or variable object | item ID to transform to |
“active” | optional | boolean | if true, activate the item |
Examples
{
"condition": "has_ammo",
"effect": [
{ "transform_item": "chainsaw_on", "active": true }
],
"false_effect": {
"u_message": "You yank the cord, but nothing happens."
}
}
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ❌ | ❌ | ❌ | ❌ |