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.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
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 | { "global_val": "some_value" } ,</br>{ "u_val": "some_personal_value" } ,</br>{ "math": [ "some_value * 5 + 1" ] } |
Variable Object
Variable object is a value, that changes due some conditions. Variable can be int, time, string, arithmetic
/math
expression or value between two. Types of values are:
u_val
- variable, that is stored in this character, and, if player dies, the variable is lost also (despite player can swap to another NPC, for example);npc_val
- variable, that is stored in beta talkerglobal_val
- variable, that is store in the world, and won’t be lost until you delete said worldcontext_val
- variable, that was delivered from some another entity; For example, EVENT type EoCs can deliver specific variables contributor can use to perform specific checks:character_casts_spell
event, that is called every time, you guess it, character cast spell, it also store information about spell name, difficulty and damage, so contributor can create a specific negative effect for every spell casted, depending on this values; Generalized EoCs can also create and use context variables; math equivalent is variable name with_
var_val
- var_val is a unique variable object in the fact that it attempts to resolve the variable stored inside a context variable. So if you had
Name | Type | Value |
---|---|---|
ref | context_val | key1 |
ref2 | context_val | u_key2 |
key1 | global_val | SOME TEXT |
key2 | u_val | SOME OTHER TEXT |
- If you access “ref” as a context val it will have the value of “key1”, if you access it as a var_val it will have a value of “SOME TEXT”.
- If you access “ref2” as a context val it will have the value of “u_key2”, if you access it as a var_val it will have a value of “SOME OTHER TEXT”.
The values for var_val use the same syntax for scope that math variables do.
Examples:
you add morale equal to how_good
variable
{ "u_add_morale": "morale_feeling_good", "bonus": { "u_val": "how_good" } }
you add morale random between u_how_good
and u_how_bad
variable
{ "u_add_morale": "morale_feeling_good", "bonus": [ { "u_val": "how_good" }, { "u_val": "how_bad" } ] }
You make sound Wow, your'e smart
equal to beta talker’s intelligence
{ "u_make_sound": "Wow, your'e smart", "volume": { "npc_val": "intelligence" } }
you add morale, equal to ps_str
portal storm strength value
{ "u_add_morale": "global_val", "bonus": { "global_val": "ps_str" } }
you add morale, equal to ps_str
portal storm strength value plus 1, using old arithmetic syntax
{ "u_add_morale": "global_val", "bonus": { "arithmetic": [ { "global_val": "ps_str" }, "+", { "const": 1 } ] }
you add morale, equal to ps_str
portal storm strength value plus 1
{ "u_add_morale": "morale_feeling_good", "bonus": { "math": [ "ps_str + 1" ] } }
Effect on Condition, that is called every time player cast spell, and add thought morale_from_spell_difficulty
with mood bonus equal to spell difficulty, and thought morale_from_spell_damage
with mood bonus equal to damage difficulty
{
"type": "effect_on_condition",
"id": "EOC_morale_from_spell",
"eoc_type": "EVENT",
"required_event": "character_casts_spell",
"effect": [
{ "u_add_morale": "morale_from_spell_difficulty", "bonus": { "context_val": "difficulty" } }
{ "u_add_morale": "morale_from_spell_damage", "bonus": { "math": [ "_damage" ] } }
]
}
TODO: add example of usage context_val
in generalized EoC, and example for var_val
Reactivation Support
Important to remember that reactivated EOCs currently lose all context variables and conditions. Fixing this is a desired feature.
Examples:
{
"type": "effect_on_condition",
"id": "test_deactivate",
"recurrence": 1,
"condition": { "u_has_trait": "SPIRITUAL" },
"deactivate_condition": { "not":{ "u_has_trait": "SPIRITUAL" } },
"effect": { "u_add_effect": "infection", "duration": 1 }
},
{
"type": "effect_on_condition",
"id": "test_stats",
"recurrence": [ 1, 10 ],
"condition": { "not": { "u_has_strength": 7 } },
"effect": { "u_add_effect": "infection", "duration": 1 }
}
Condition:
Dialogue conditions is a way to check is some specific statements are true or false. Conditions can be used both in dialogue with NPC, and in Effect on Conditions. The following keys and strings are available:
Boolean logic
Conditions can be combined into blocks using "and"
, "or"
and "not"
"and"
allow to check multiple conditions, and if each of them 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
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",
return true if beta talker is male or female; return false, if talker is not capable to have a gender (if monster, for example, can be used if you want to target only alpha or beta talkers)
"condition": { "or": [ "npc_male", "npc_female" ] },
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_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_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 |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ❌ | ✔️ |
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
- 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
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
Examples
Checks do alpha talker has u_met_sadie
variable
{ "u_has_var": "u_met_sadie", "type": "general", "context": "meeting", "value": "yes" }
expects_vars
- type: array of strings and/or variable object
- return true if each provided variable exist
- return false and create debug error message if check fails
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
Examples
checks this var exists
{ "expects_vars": [ "u_met_me", "u_met_you", "u_met_yourself" ] }
u_compare_var
, npc_compare_var
- type: int or variable object
- If talker has a stored variable, you can compare it to some value using
op
. - deprecated in favor of math syntax, please do not use it
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
Examples
gunsmith_ammo_from
is equal to 545
{ "u_compare_var": "gunsmith_ammo_from", "type": "number", "context": "artisans", "op": "==", "value": 545 }
u_compare_time_since_var
, npc_compare_time_since_var
- type: duration
- Same as
u_compare_var
, allows to check how much time passed since variable with"type": "timer"
was create or updated, using one of==
,!=
,<
,>
,<=
,>=
operators;type
,context
,op
andtime
is required
Examples
Checks is RandEnc was added more than 1 hour ago
{ "u_compare_time_since_var": "RandEnc", "type": "timer", "context": "caravan", "op": ">", "time": "1 h" }
compare_string
- type: pair of strings or variable objects
- Compare two strings, and return true if strings are equal
Examples
checks if victim_type
is mon_zombie_phase_shrike
{ "compare_string": [ "mon_zombie_phase_shrike", { "context_val": "victim_type" } ] }
checks is victim_type
has zombie
faction
{ "compare_string": [ "zombie", { "mutator": "mon_faction", "mtype_id": { "context_val": "victim_type" } } ] }
u_has_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_hp
, npc_has_hp
- type: int or variable object
- Return true, if alpha or beta talker HP is value or bigger; additional parameter
bodypart
can be used to check HP of specific body part, otherwise sum of all body parts (or just hp, if monster uses it) is used. Effect checks only current HP, not max HP
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ❌ | ❌ |
Examples
Checks does your torso has more than 84 hp
{ "u_has_hp": 84, "bodypart": "torso" }
u_has_part_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_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
- type: string or variable object
- return true if alpha or beta talker has specific effect 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" }
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
"u_can_stow_weapon"
You have equipped an item with
{ "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": "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_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_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 }
Reusable EOCs:
The code base supports the use of reusable EOCs, you can use these to get guaranteed effects by passing in specific variables. The codebase supports the following:
EOC Name | Description | Variables | ——————— | ——— | ———– | EOC_RandEnc | Spawns a random encounter at the specified omt
with mapgen update map_update
that is later removed with map_removal
. It has a 1 in chance
chance of happening and can only occur after days_till_spawn
. Can optionally only happen if random_enc_condition
is true | map_update
: a mapgen update ID
omt
: overmap tile ID where this happens
map_removal
: a mapgen update ID
chance
: an integer
days_till_spawn
: an integer
random_enc_condition
: a set condition
EVENT EOCs:
EVENT EOCs trigger on in game events specified in the event_type enum in event.h
. When an EVENT EOC triggers it tries to perform the EOC on the NPC that is the focus of the event and if it cannot determine one, triggers on the avatar. So any cata_event that has a field for “avatar_id”, “character”, “attacker”, “killer”, “npc” will potentially resolve to another npc rather than the avatar, based on who the event triggers for.
Event Context Vars:
Every event EOC passes context vars with each of their key value pairs that the event has in C++. They are all converted to strings when made context variables but their original types are included for reference below. At some point this documentation may go out of sync, The up to date info for each event can be found in event.h
Event EOC Types:
EVENT | Description | Context Variables | Talker(alpha/beta) |
---|---|---|---|
activates_artifact | Triggers when the player activates an artifact | { “character”, character_id },{ “item_name”, string }, | character / NONE |
activates_mininuke | Triggers when any character arms a mininuke | { “character”, character_id } | character / NONE |
administers_mutagen | { “character”, character_id },{ “technique”, mutagen_technique }, | character / NONE | |
angers_amigara_horrors | Triggers when amigara horrors are spawned as part of a mine finale | NONE | avatar / NONE |
avatar_enters_omt | { “pos”, tripoint },{ “oter_id”, oter_id }, | avatar / NONE | |
avatar_moves | { “mount”, mtype_id },{ “terrain”, ter_id },{ “movement_mode”, move_mode_id },{ “underwater”, bool },{ “z”, int }, | avatar / NONE | |
avatar_dies | NONE | avatar / NONE | |
awakes_dark_wyrms | Triggers when pedestal_wyrm examine action is used | NONE | avatar / NONE |
becomes_wanted | Triggered when copbots/riot bots are spawned as part of a timed event after mon/char is photo’d by eyebot | { “character”, character_id } | character / NONE |
broken_bone | Triggered when any body part reaches 0 hp | { “character”, character_id },{ “part”, body_part }, | character / NONE |
broken_bone_mends | Triggered when mending effect is removed by expiry (Character::mend) | { “character”, character_id },{ “part”, body_part }, | character / NONE |
buries_corpse | Triggers when item with flag CORPSE is located on same tile as construction with post-special done_grave is completed | { “character”, character_id },{ “corpse_type”, mtype_id },{ “corpse_name”, string }, | character / NONE |
causes_resonance_cascade | Triggers when resonance cascade option is activated via “old lab” finale’s computer | NONE | avatar / NONE |
character_casts_spell | { “character”, character_id },{ “spell”, spell_id },{ “difficulty”, int },{ “cost”, int },{ “cast_time”, int },{ “damage”, int }, | character / NONE | |
character_consumes_item | { “character”, character_id },{ “itype”, itype_id }, | character / NONE | |
character_eats_item | { “character”, character_id },{ “itype”, itype_id }, | character / NONE | |
character_finished_activity | Triggered when character finished or canceled activity | { “character”, character_id },{ “activity”, activity_id },{ “canceled”, bool } | character / NONE |
character_forgets_spell | { “character”, character_id },{ “spell”, spell_id } | character / NONE | |
character_gains_effect | { “character”, character_id },{ “effect”, efftype_id }, | character / NONE | |
character_gets_headshot | { “character”, character_id } | character / NONE | |
character_heals_damage | { “character”, character_id },{ “damage”, int }, | character / NONE | |
character_kills_character | { “killer”, character_id },{ “victim”, character_id },{ “victim_name”, string }, | character / NONE | |
character_kills_monster | { “killer”, character_id },{ “victim_type”, mtype_id }, | character / NONE | |
character_learns_spell | { “character”, character_id },{ “spell”, spell_id } | character / NONE | |
character_loses_effect | { “character”, character_id },{ “effect”, efftype_id }, | character / NONE | |
character_melee_attacks_character | { “attacker”, character_id },{ “weapon”, itype_id },{ “hits”, bool },{ “victim”, character_id },{ “victim_name”, string }, | character / NONE | |
character_melee_attacks_monster | { “attacker”, character_id },{ “weapon”, itype_id },{ “hits”, bool },{ “victim_type”, mtype_id }, | character / NONE | |
character_ranged_attacks_character | { “attacker”, character_id },{ “weapon”, itype_id },{ “victim”, character_id },{ “victim_name”, string }, | character / NONE | |
character_ranged_attacks_monster | { “attacker”, character_id },{ “weapon”, itype_id },{ “victim_type”, mtype_id }, | character / NONE | |
character_smashes_tile | { “character”, character_id },{ “terrain”, ter_str_id }, { “furniture”, furn_str_id }, | character / NONE | |
character_starts_activity | Triggered when character starts or resumes activity | { “character”, character_id },{ “activity”, activity_id },{ “resume”, bool } | character / NONE |
character_takes_damage | { “character”, character_id },{ “damage”, int }, | character / NONE | |
character_triggers_trap | { “character”, character_id },{ “trap”, trap_str_id }, | character / NONE | |
character_wakes_up | { “character”, character_id }, | character / NONE | |
character_wields_item | { “character”, character_id },{ “itype”, itype_id }, | character / item to wield | |
character_wears_item | { “character”, character_id },{ “itype”, itype_id }, | character / item to wear | |
consumes_marloss_item | { “character”, character_id },{ “itype”, itype_id }, | character / NONE | |
crosses_marloss_threshold | { “character”, character_id } | character / NONE | |
crosses_mutation_threshold | { “character”, character_id },{ “category”, mutation_category_id }, | character / NONE | |
crosses_mycus_threshold | { “character”, character_id } | character / NONE | |
cuts_tree | { “character”, character_id } | character / NONE | |
dermatik_eggs_hatch | { “character”, character_id } | character / NONE | |
dermatik_eggs_injected | { “character”, character_id } | character / NONE | |
destroys_triffid_grove | Triggered only via spell with effect_str ROOTS_DIE (currently via death spell of triffid heart) | NONE | avatar / NONE |
dies_from_asthma_attack | { “character”, character_id } | character / NONE | |
dies_from_drug_overdose | { “character”, character_id },{ “effect”, efftype_id }, | character / NONE | |
dies_from_bleeding | { “character”, character_id } | character / NONE | |
dies_from_hypovolemia | { “character”, character_id } | character / NONE | |
dies_from_redcells_loss | { “character”, character_id } | character / NONE | |
dies_of_infection | { “character”, character_id } | character / NONE | |
dies_of_starvation | { “character”, character_id } | character / NONE | |
dies_of_thirst | { “character”, character_id } | character / NONE | |
digs_into_lava | NONE | avatar / NONE | |
disarms_nuke | Triggered via disarm missile computer action in missile silo special | NONE | avatar / NONE |
eats_sewage | Triggered via use action SEWAGE | NONE | avatar / NONE |
evolves_mutation | { “character”, character_id },{ “from_trait”, trait_id },{ “to_trait”, trait_id }, | character / NONE | |
exhumes_grave | Triggers when construction with post-special done_dig_grave or done_dig_grave_nospawn is completed | { “character”, character_id } | character / NONE |
fails_to_install_cbm | { “character”, character_id },{ “bionic”, bionic_id }, | character / NONE | |
fails_to_remove_cbm | { “character”, character_id },{ “bionic”, bionic_id }, | character / NONE | |
falls_asleep_from_exhaustion | { “character”, character_id } | character / NONE | |
fuel_tank_explodes | Triggers when vehicle part (that is watertight container/magazine with magazine pocket/or is a reactor) is sufficiently damaged | { “vehicle_name”, string }, | avatar / NONE |
gains_addiction | { “character”, character_id },{ “add_type”, addiction_id }, | character / NONE | |
gains_mutation | { “character”, character_id },{ “trait”, trait_id }, | character / NONE | |
gains_skill_level | { “character”, character_id },{ “skill”, skill_id },{ “new_level”, int }, | character / NONE | |
game_avatar_death | Triggers during bury screen with ASCII grave art is displayed (when avatar dies, obviously) | { “avatar_id”, character_id },{ “avatar_name”, string },{ “avatar_is_male”, bool },{ “is_suicide”, bool },{ “last_words”, string }, | avatar / NONE |
game_avatar_new | Triggers when new character is controlled and during new game character initialization | { “is_new_game”, bool },{ “is_debug”, bool },{ “avatar_id”, character_id },{ “avatar_name”, string },{ “avatar_is_male”, bool },{ “avatar_profession”, profession_id },{ “avatar_custom_profession”, string }, | avatar / NONE |
game_load | Triggers only when loading a saved game (not a new game!) | { “cdda_version”, string }, | avatar / NONE |
game_begin | Triggered during game load and new game start | { “cdda_version”, string }, | avatar / NONE |
game_over | Triggers after fully accepting death, epilogues etc. have played (probably not useable for eoc purposes?) | { “total_time_played”, chrono_seconds }, | avatar / NONE |
game_save | { “time_since_load”, chrono_seconds },{ “total_time_played”, chrono_seconds }, | avatar / NONE | |
game_start | Triggered only during new game character initialization | { “game_version”, string }, | avatar / NONE |
installs_cbm | { “character”, character_id },{ “bionic”, bionic_id }, | character / NONE | |
installs_faulty_cbm | { “character”, character_id },{ “bionic”, bionic_id }, | character / NONE | |
learns_martial_art | { “character”, character_id },{ “martial_art”, matype_id }, | character / NONE | |
loses_addiction | { “character”, character_id },{ “add_type”, addiction_id }, | character / NONE | |
npc_becomes_hostile | Triggers when NPC’s attitude is set to NPCATT_KILL via dialogue effect hostile | { “npc”, character_id },{ “npc_name”, string }, | NPC / NONE |
opens_portal | Triggers when TOGGLE PORTAL option is activated via (“old lab” finale’s?) computer | NONE | avatar / NONE |
opens_spellbook | Triggers when player opens the spell menu OR when NPC evaluates spell as best weapon(in preparation to use it) | { “character”, character_id } | character / NONE |
opens_temple | Triggers when pedestal_temple examine action is used to consume a petrified eye | NONE | avatar / NONE |
player_fails_conduct | { “conduct”, achievement_id },{ “achievements_enabled”, bool }, | avatar / NONE | |
player_gets_achievement | { “achievement”, achievement_id },{ “achievements_enabled”, bool }, | avatar / NONE | |
player_levels_spell | { “character”, character_id },{ “spell”, spell_id },{ “new_level”, int }, | 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 | { “character”, character_id },{ “spell”, spell_id },{ “school”, trait_id } | 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 } |
Effects
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 using the highest category, with 0 never using the highest category |
“use_vitamins” | optional | boolean | default true; if true, mutation require vitamins to work |
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Examples
{ "u_mutate": 0 }
{ "npc_mutate": { "math": [ "1+1" ] }, "use_vitamins": false }
u_mutate_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_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 |
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Examples
Adds TELEPATH
trait to the character:
{ "u_add_trait": "TELEPATH" }
Adds trait, stored in trait_id
context value, to the character:
{ "u_add_trait": { "context_val": "trait_id" } }
u_lose_effect
, npc_effect
Remove effect from character or NPC, if it has one
Syntax | Optionality | Value | Info |
---|---|---|---|
“u_lose_effect” / “npc_lose_effect” | mandatory | string or variable object | id of effect to be removed; if character or NPC has no such effect, nothing happens |
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ❌ | ❌ |
Examples
Removes infection
effect from player:
{ "u_lose_effect": "infection" }
Removes effect, stored in effect_id
context value, from the player:
{ "u_lose_effect": { "context_val": "effect_id" } }
u_lose_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 personal variable, that you can check later using u_has_var
, npc_has_var
or math
(see Player or NPC conditions )
Syntax | Optionality | Value | Info |
---|---|---|---|
“u_add_var” / “npc_add_var” | mandatory | string | name of variable, where the value would be stored |
“value” | mandatory | string | value, that would be stored in variable; incompatible with “possible_values” and “time” |
“possible_values” | mandatory | string array | array of values, that could be picked to be stored in variable; incompatible with “value” and “time” |
“time” | mandatory | boolean | default false; if true, the current time would be saved in variable; incompatible with “value” and “possible_values” |
“type”, “context” | optional | string | additional text to describe your variable, can be used in u_lose_var or in math syntax, as type _context _variable_name |
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ✔️ |
Examples
Saves personal variable u_met_godco_jeremiah
with general
type, meeting
context, and value `yes
{ "u_add_var": "u_met_godco_jeremiah", "type": "general", "context": "meeting", "value": "yes" }
Saves personal variable time_of_last_succession
with value of current time:
{ "u_add_var": "time_of_last_succession", "type": "timer", "time": true }
NPC (in this case it’s actually item, see Beta Talkers) saves a personal variable function
with one of four values: morale
, focus
, pain
, or fatigue
(used in mi-go bio tech to create four different versions of the same item, with different effects, that would be revealed upon activation)
{
"npc_add_var": "function",
"type": "mbt",
"context": "f",
"possible_values": [ "morale", "focus", "pain", "fatigue" ]
}
Old variables, that was created in this way, could be migrated into math
, using u_
/npc_
+type
+_
+context
+_
+var
, for the sake of save compatibility between stable releases For example:
{ "u_add_var": "gunsmith_ammo_ammount", "type": "number", "context": "artisans", "value": "800" }
could be moved to:
[ "u_number_artisans_gunsmith_ammo_amount", "=", "800" ]
u_lose_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 on
of type bio
and context blade_electric
{ "u_lose_var": "on", "type": "bio", "context": "blade_electric" }
u_adjust_var
, npc_adjust_var
Your character or the NPC will adjust the stored variable by adjustment
. Slowly removed from usage in favor of math
Syntax | Optionality | Value | Info |
---|---|---|---|
“u_adjust_var”, “npc_adjust_var” | mandatory | string | variable to adjust |
“adjustment” | mandatory | int, float or variable object | size of adjustment |
“type”, “context” | optional | string | additional text to describe your variable; not mandatory, but required to adjust correct variable |
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Examples
Increases the variable mission_1
for 1
{ "u_adjust_var": "mission_1", "type": "mission", "context": "test", "adjustment": 1 }
Decreases the variable mission_2
for 5
{ "u_adjust_var": "mission_2", "type": "mission", "context": "test", "adjustment": -5 }
Increases the variable mission_3
for random amount from 0 to 50
{ "u_adjust_var": "mission_3", "type": "mission", "context": "test", "adjustment": { "math": [ "rand(50)" ] } }
set_string_var
Store string from set_string_var
in the variable object target_var
Syntax | Optionality | Value | Info |
---|---|---|---|
“set_string_var” | mandatory | string, variable object, or array of both | value, that would be put into target_var |
“target_var” | mandatory | variable object | variable, that accept the value; usually context_val |
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" }
}
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 |
“target_params” | optional | assign_mission_target | if used, the search would be performed not from u_ or npc_ location, but from mission_target . it uses an assign_mission_target syntax |
“x_adjust”, “y_adjust”, “z_adjust” | optional | int, float or variable object | add this amount to x , y or z coordinate in the end; "x_adjust": 2 would save the coordinate with 2 tile shift to the right from targeted |
“z_override” | optional | boolean | default is false; if true, instead of adding up to z level, override it with absolute value; "z_adjust": 3 with "z_override": true turn the value of z to 3 |
“terrain” / “furniture” / “trap” / “monster” / “zone” / “npc” | optional | string or variable object | if used, search the entity with corresponding id between target_min_radius and target_max_radius ; if empty string is used (e.g. "monster": "" ), return any entity from the same radius |
“target_min_radius”, “target_max_radius” | optional | int, float or variable object | default 0, min and max radius for search, if previous field was used |
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Examples
Saves the current location into i_am_here
variable:
{ "u_location_variable": { "u_val": "i_am_here" } },
Search overmap terrain afs_crashed_escape_pod
on z-level 0, range 500 overmap tiles, search t_metal_floor
terrain in this overmap, and save its coordinates into new_map
variable (target_params
uses assign_mission_target syntax):
{
"u_location_variable": { "global_val": "new_map" },
"target_params": { "om_terrain": "afs_crashed_escape_pod", "search_range": 500, "z": 0 },
"terrain": "t_metal_floor",
"target_max_radius": 30,
"min_radius": 0,
"max_radius": 0
}
Search the map, that contain house
in it’s id on a range 200-1200 overmap tiles, picks random from them, and save its coordinates into OM_missionspot
variable:
{
"u_location_variable": { "global_val": "OM_missionspot" },
"target_params": {
"om_terrain": "house",
"om_terrain_match_type": "CONTAINS",
"search_range": 1200,
"min_distance": 200,
"random": true
}
}
location_variable_adjust
Allow adjust location value, obtained by u_location_variable
, and share the same syntax and rules
Syntax | Optionality | Value | Info |
---|---|---|---|
“location_variable_adjust” | mandatory | variable object | variable, where the location would be saved |
“x_adjust”, “y_adjust”, “z_adjust” | optional | int, float or variable object | add this amount to x , y or z coordinate in the end; "x_adjust": 2 would save the coordinate with 2 tile shift to the right from targeted |
“z_override” | optional | boolean | default is false; if true, instead of adding up to z level, override it with absolute value; "z_adjust": 3 with "z_override": true turn the value of z to 3 |
“overmap_tile” | optional | boolean | default is false; if true, the adjustments will be made in overmap tiles rather than map tiles |
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Examples
Move coordinates in location_var
value one tile to the right
{ "location_variable_adjust": "location_var", "x_adjust": 1 }
Move portal_storm_center
coordinates randomly at 1 overmap tile in any direction, except Z
{
"location_variable_adjust": { "global_val": "portal_storm_center" },
"overmap_tile": true,
"x_adjust": [ -1, 1 ],
"y_adjust": [ -1, 1 ]
}
barber_hair
Opens a menu allowing the player to choose a new hair style
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ❌ | ❌ | ❌ | ❌ | ❌ |
Examples
"barber_hair"
{
"type": "effect_on_condition",
"id": "test",
"effect": "barber_hair"
}
barber_beard
Opens a menu allowing the player to choose a new beard style.
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ❌ | ❌ | ❌ | ❌ | ❌ |
Examples
"barber_beard"
{
"type": "effect_on_condition",
"id": "test",
"effect": "barber_beard"
}
{
"type": "effect_on_condition",
"id": "test",
"effect": [ "barber_hair", "barber_beard" ]
}
u_learn_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” | optional | int, float or variable object | 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” | optional | int, float or variable object | 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_off_drugs
thought with +1 mood bonus
{
"u_add_morale": "morale_off_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_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
Display a text message in the log
Syntax | Optionality | Value | Info |
---|---|---|---|
“u_message” / ”npc_message” | mandatory | string or variable object | default true |
“type” | optional | string or variable object | default neutral; how the message would be displayed in log (usually means the color); could be any of good (green), neutral (white), bad (red), mixed (purple), warning (yellow), info (blue), debug (appear only if debug mode is on), headshot (purple), critical (yellow), grazing (blue) |
“sound” | optional | boolean | default false; if true, shows message only if player is not deaf |
“outdoor_only” | optional | boolean | default false; if true, and sound is true, the message is harder to hear if you are underground |
“snippet” | optional | boolean | default false; if true, the effect instead display a random snippet from u_message |
“same_snippet” | optional | boolean | default false; if true, and snippet is true, it will connect the talker and snippet, and will always provide the same snippet, if used by this talker; require snippets to have id’s set |
“popup” | optional | boolean | default false; if true, the message would generate a popup with u_message |
“popup_w_interrupt_query” | optional | boolean | default false; if true, and popup is true, the popup will interrupt any activity to send a message |
“interrupt_type” | optional | boolean | default is “neutral”; distraction_type , that would be used to interrupt, one that used in distraction manager; full list exist inactivity_type.cpp |
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
Examples
Send a red-colored Bad json! Bad!
message in the log
{ "u_message": "Bad json! Bad!", "type": "bad" }
Print a snippet from local_files_simple
, and popup it. The snippet is always the same
{ "u_message": "local_files_simple", "snippet": true, "same_snippet": true, "popup": true }
u_cast_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 | variable object | information of what spell and how it should be casted |
“id” | mandatory | string or variable object | part of _cast_spell ; define the id of spell to cast |
“hit_self” | optional | boolean | part of _cast_spell ; default false; if true, the spell could affect the caster (either as self damage from AoE spell, or as applying effect for buff spell) |
“message” | optional | string or variable object | part of _cast_spell ; message to send when spell is casted |
“npc_message” | optional | string or variable object | part of _cast_spell ; message if npc uses |
“min_level”, “max_level” | optional | int, float or variable object | part of _cast_spell ; level of the spell that would be casted (min level define what the actual spell level would be casted, adding max_level make EoC pick a random level between min and max) |
“targeted” | optional | boolean | default false; if true, allow you to aim casted spell, otherwise cast it in random place, like RANDOM_TARGET spell flag was used |
“true_eocs” | optional | string, variable object, effect_on_condition or range of all of them | if spell was casted successfully, all EoCs from this field would be triggered; |
“false_eocs” | optional | string, variable object, effect_on_condition or range of all of them | if spell was not casted successfully, all EoCs from this field would be triggered |
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ✔️ | ❌ | ❌ |
Examples
You cast spell_1
spell
{ "u_cast_spell": { "id": "spell_1" } }
You cast a spell_boom
spell, that can be aimed, and create message BOOM!
in the log
{
"u_cast_spell": { "id": "spell_boom", "message": "BOOM!" },
"targeted": true
}
You cast spell_healing
spell of 1-6 level, that can hit you, with message
{
"u_cast_spell": {
"id": "spell_healing",
"hit_self": true
"min_level": 1,
"max_level": 6,
"message": "Your flesh is healed!"
}
}
You cast a this_spell_can_target_only_robots
spell; if it success, EOC_ROBOT_IS_DEAD
is triggered, otherwise EOC_NOT_A_ROBOT
is triggered
{
"u_cast_spell": { "id": "this_spell_can_target_only_robots" },
"true_eocs": [ "EOC_ROBOT_IS_DEAD" ],
"false_eocs": [ "EOC_NOT_A_ROBOT" ]
}
u_assign_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_set_hp
, npc_set_hp
HP of you or NPC would be set to some amount
Syntax | Optionality | Value | Info |
---|---|---|---|
“u_set_hp” / “npc_set_hp” | mandatory | int, float or variable object | amount of HP to set |
“target_part” | optional | string or variable object | default whole body; if used, the HP adjustment would be applied only to this body part |
“only_increase” | optional | boolean | default false; if true, the HP could be only increased |
“main_only” | optional | boolean | default false; if true, only main body parts would be affected - arms, legs, head, torso etc.; can’t be used with minor_only |
“minor_only” | optional | boolean | default false; if true, only minor parts would be affected - eyes, mouth, hands, foots etc.; can’t be used with main_only |
“max” | optional | boolean | default false; if true, _set_hp value would be ignored, and body part would be healed to it’s max HP |
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Examples
HP of whole body would be set to 10
{ "u_set_hp": 10 }
Random bodypart would be healed entirely
{ "u_set_hp": 0, "max": true, "target_part": "RANDOM" }
You increase the HP of your minor parts to 50, if possible
{ "u_set_hp": 50, "minor_only": true, "only_increase": true }
You heal your right leg for 10 HP; in detail, you set the HP of your right leg to be 10 HP bigger than it’s current HP; what people could do to not add u_adjust_hp
XD
{ "u_set_hp": { "math": { "u_hp('leg_r') + 10" } }, "target_part": "leg_r" }
u_die
, npc_die
You or NPC will instantly die
Valid talkers:
Avatar | Character | NPC | Monster | Furniture | Item |
---|---|---|---|---|---|
✔️ | ✔️ | ✔️ | ❌ | ❌ | ❌ |
Examples
You die
"u_die"
You and NPC both die
{
"type": "effect_on_condition",
"id": "both_are_ded",
"effect": [ "u_die", "npc_die" ]
}
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 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 that would be spawned |
“real_count” | optional | int, variable object or value between two | default 0; amount of monsters, that would be spawned |
“hallucination_count” | optional | int, variable object or value between two | default 0; amount of hallucination versions of the monster that would be spawned |
“group” | optional | boolean | default false; if true, _spawn_monster would spawn a monster from monstergroup ; the game pick only one monster from group, so to create mix from different monsters from monstergroup, multiple u_spawn_monster should be used |
“min_radius”, “max_radius” | optional | int, variable object or value between two | default 1 and 10 respectively; range around the target, where the monster would spawn |
“outdoor_only”/ “indoor_only” | optional | boolean | default false; if used, monsters would be able to spawn only outside or only inside buildings |
“open_air_allowed” | optional | boolean | default false; if true, monsters can spawn in the open air |
“target_range” | optional | int, variable object or value between two | if _spawn_monster is empty, pick a random hostile critter from this amount of tiles from target |
“lifespan” | optional | int, duration, variable object or value between two | if used, critters would live that amount of time, and disappear in the end |
“target_var” | optional | variable object | if used, the monster would spawn from this location instead of you or NPC |
“spawn_message”, “spawn_message_plural” | optional | string or variable object | if you see monster or monsters that was spawned, related message would be printed |
“true_eocs”, “false_eocs” | optional | eocs_array | if at least 1 monster was spawned, all EoCs from true_eocs is called, otherwise all EoCs from false_eocs is called |
Examples
Spawn 2-5 zombies in range 3-24 around player with lifespan 40-120 seconds, with messages if player see spawn
{
"u_spawn_monster": "mon_zombie",
"real_count": [ 2, 5 ],
"min_radius": [ 3, 5 ],
"max_radius": [ 11, 24 ],
"lifespan": [ "40 seconds", "2 minutes" ],
"spawn_message": "Zombie!",
"spawn_message_plural": "Zombies!"
}
Pick a random monster 50 tiles around the player, and spawn it’s hallucination copy near the player
{
"u_spawn_monster": "",
"hallucination_count": 1,
"target_range": 50
}
u_spawn_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 | eocs_array | if at least 1 monster was spawned, all EoCs from true_eocs is called, otherwise all EoCs from false_eocs is called |
Examples
Spawn 2 hallucination portal_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 around player. it is recommended to not use it in favor of u_transform_radius
, if possible
Syntax | Optionality | Value | Info |
---|---|---|---|
“u_set_field”, “npc_set_field” | mandatory | string or variable object | id of field to spawn around the player |
“intensity” | optional | int, variable object or value between two | default 1; intensity of field to spawn |
“radius” | optional | int, variable object or value between two | default 10000000; radius of a field to spawn |
“age” | optional | int, duration, variable object or value between two | how long the field would last |
“outdoor_only”/ “indoor_only” | optional | boolean | default false; if used, field would be spawned only outside or only inside buildings |
“hit_player” | optional | boolean | default true; if field spawn where the player is, process like player stepped on this field |
“target_var” | optional | variable object | if used, the field would spawn from this location instead of you or NPC |
Examples
Spawn blood 10 tiles around the player outdoor
{ "u_set_field": "fd_blood", "radius": 10, "outdoor_only": true, "intensity": 3 }