Modding Data Parser Schema BlockCondition Types

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Modding Data Parser Schema Intro/BlockCondition Types

BlockCondition Types[edit | edit source]

BlockCondition groups are referenced by Blocks via PreConditionGroup and PostConditionGroup. Each item in a group has a Type field that determines its behaviour and which fields are valid. Pre_ groups perform read-only checks that return true or false. Post_ groups take actions that modify game state. The GroupId prefix (Pre_ or Post_) determines the mode and is validated by the parser.

Each item in a BlockCondition group requires a Type field. The GroupId prefix (Pre_ or Post_) determines the mode. Fields shown below use their authored alias names.

ActivateCyber[edit | edit source]

Activates a deactivated cybernetic implant on a character.

Post[edit | edit source]

Targets the character specified by Actor.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

AddCharacter[edit | edit source]

Spawns a new character from a Backstory or ContactBackstory record.

Post[edit | edit source]

BackstoryId identifies the backstory template. RecruitSource controls the spawn origin: ProcGen, UHUB, or Story. CopyBackstory copies the backstory from another character if true. CopyNameFromTarget copies the name from the target actor.

Field Type Default Notes
Actor TEXT ""

SQL column: ActorId

CopyNameFromTarget TEXT ""

SQL column: ActorId2

Name TEXT ""

SQL column: ConditionName

BackstoryId INTEGER 0

SQL column: ConditionValue

BackstoryHint INTEGER 0

SQL column: ConditionValue2

RecruitSource INTEGER 0

Allowed values: ProcGen = 0, UHUB = 1, Story = 2
SQL column: ConditionValue3

CopyBackstory INTEGER 0

Allowed values: true = 1, false = 0
SQL column: OptionId

AddItem[edit | edit source]

Grants an item to a character's inventory.

Post[edit | edit source]

ItemType is the item ID to grant. Actor identifies the recipient.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

ItemType INTEGER required

SQL column: ConditionValue

AddTalent[edit | edit source]

Grants a talent to a character.

Post[edit | edit source]

TalentType is the talent ID. Set IsItem to true if the talent is item-based.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

TalentType INTEGER required

SQL column: ConditionValue

IsItem INTEGER 0

Allowed values: true = 1, false = 0
SQL column: ConditionValue2

AlertLevel[edit | edit source]

Sets the current alert level on the mission map.

Post[edit | edit source]

AlertLevel sets the target alert level directly.

Field Type Default Notes
AlertLevel INTEGER required

SQL column: ConditionValue

Appearance[edit | edit source]

Assigns a cosmetic group to a character, changing their appearance.

Post[edit | edit source]

CosmeticGroup is the cosmetic group ID to apply to Actor.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

CosmeticGroup INTEGER required

SQL column: ConditionValue

BlacksitePick[edit | edit source]

Selects a blacksite target, optionally filtered by faction.

Post[edit | edit source]

Actor identifies the target. Faction optionally restricts the blacksite selection.

Field Type Default Notes
Actor TEXT ""

SQL column: ActorId

Faction TEXT ""

SQL column: ConditionKey

Boost[edit | edit source]

Applies a boost to a character's stats.

Post[edit | edit source]

BoostLevel sets the magnitude of the boost. Trust optionally adjusts the trust relationship.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

BoostLevel INTEGER required

SQL column: ConditionValue

Trust INTEGER 0

SQL column: ConditionValue2

Burn[edit | edit source]

Applies a burn effect that permanently reduces a character attribute.

Post[edit | edit source]

BurnLevel sets the severity of the burn. Trust optionally adjusts the trust relationship.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

BurnLevel INTEGER required

SQL column: ConditionValue

Trust INTEGER 0

SQL column: ConditionValue2

CharDefreeze[edit | edit source]

Defreezes a character from cryo storage and returns them to active status.

Post[edit | edit source]

Actor identifies the character to defreeze. AlertLevel optionally sets the mission alert state on arrival.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

AlertLevel INTEGER 0

SQL column: OptionId

CharacterStatus[edit | edit source]

Checks or sets a character's active status.

Pre[edit | edit source]

Checks if Actor's status matches the given Status value. A positive Status requires an exact match; a negative value passes if the status is anything but the absolute value.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

Status INTEGER required

SQL column: ConditionValue

Post[edit | edit source]

Sets the character's Status. AlertLevel only accepts Hidden (-1). ActiveOnMission and AltPath control additional status flags.

Field Type Default Notes
Status INTEGER required

SQL column: ConditionValue

AlertLevel INTEGER 0

Allowed values: Hidden = -1
SQL column: ConditionCount

ActiveOnMission INTEGER 0

SQL column: ConditionValue2

AltPath INTEGER 0

SQL column: ConditionValue3

ContactMeta[edit | edit source]

Modifies a broad set of contact relationship metadata in one operation.

Post[edit | edit source]

Adjusts Trust, Influence, PowerLevelChanges, Exposure, and Favors on Actor. NewContactType and NewFaction reassign the contact's type and faction.

Field Type Default Notes
Actor TEXT ""

SQL column: ActorId

NewContactType TEXT ""

SQL column: ConditionKey

NewFaction TEXT ""

SQL column: ConditionKey2

Trust INTEGER 0

SQL column: ConditionValue

Influence INTEGER 0

SQL column: ConditionValue2

PowerLevelChanges INTEGER 0

SQL column: ConditionValue3

Exposure INTEGER 0

SQL column: ConditionCount

Favors INTEGER 0

SQL column: OptionId

ContactService[edit | edit source]

Triggers a specific contact service on a contact.

Post[edit | edit source]

Actor identifies the contact. ServiceId is the ContactService ID to trigger.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

ServiceId INTEGER required

SQL column: ConditionValue

ContactServiceDelay[edit | edit source]

Delays a contact's service availability for a number of turns.

Post[edit | edit source]

Actor identifies the contact. Turns sets the delay duration.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

Turns INTEGER required

SQL column: OptionId

ContactServiceGroup[edit | edit source]

Checks or modifies a contact's service group availability.

Pre[edit | edit source]

Checks if Actor has the given ServiceGroup available. Positive values require the group to be present; negative values require it to be absent.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

ServiceGroup INTEGER required

SQL column: ConditionValue

Post[edit | edit source]

Modifies the ServiceGroup on Actor. Levels optionally adjusts the service level.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

ServiceGroup INTEGER required

SQL column: ConditionValue

Levels INTEGER 0

SQL column: ConditionValue3

ControllerMode[edit | edit source]

Checks if the player is currently using a controller.

Pre[edit | edit source]

Returns true if the player is in controller mode. No fields required.

No fields required.

ConvertCharacter[edit | edit source]

Converts an existing character using a new backstory template.

Post[edit | edit source]

Actor identifies the character to convert. BackstoryId is the new backstory template. NewTempStoryId optionally assigns a new temporary story ID.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

NewTempStoryId TEXT ""

SQL column: ActorId2

BackstoryId INTEGER 0

SQL column: ConditionValue

CopyContactToCharacter[edit | edit source]

Creates a player character by copying from a contact, using a backstory template.

Post[edit | edit source]

Same fields as AddCharacter. BackstoryId identifies the template. RecruitSource controls the spawn origin.

Field Type Default Notes
Actor TEXT ""

SQL column: ActorId

CopyNameFromTarget TEXT ""

SQL column: ActorId2

Name TEXT ""

SQL column: ConditionName

BackstoryId INTEGER 0

SQL column: ConditionValue

BackstoryHint INTEGER 0

SQL column: ConditionValue2

RecruitSource INTEGER 0

Allowed values: ProcGen = 0, UHUB = 1, Story = 2
SQL column: ConditionValue3

CopyBackstory INTEGER 0

Allowed values: true = 1, false = 0
SQL column: OptionId

CopyGameStateLink[edit | edit source]

Copies a game state link value from one state to another.

Post[edit | edit source]

OriginalState is the source game state link. CopyToState is the destination.

Field Type Default Notes
CopyToState TEXT required

SQL column: ConditionKey

OriginalState TEXT required

SQL column: ConditionKey2

CopyTag[edit | edit source]

Copies a tag from one character to another.

Post[edit | edit source]

Tag is the tag to copy. Actor is the source character. Target is the destination character.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

Target TEXT required

SQL column: ActorId2

Tag TEXT required

SQL column: ConditionKey

Cosmetic[edit | edit source]

Assigns gender-specific cosmetic groups to a character.

Post[edit | edit source]

MasculineCosmeticGroup and FeminineCosmeticGroup set the cosmetic groups applied to Actor based on their gender.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

MasculineCosmeticGroup INTEGER required

SQL column: ConditionValue

FeminineCosmeticGroup INTEGER 0

SQL column: ConditionValue2

CurrentCharacterId[edit | edit source]

Checks if the specified actor is the currently active character.

Pre[edit | edit source]

Returns true if Actor matches the current character ID. Match true requires a match; false requires no match.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

Match INTEGER required

Allowed values: true = 1, false = -1
SQL column: OptionId

DoorKey[edit | edit source]

Checks for the presence of a door key, or grants one.

Pre[edit | edit source]

KeyType checks for the presence of a key colour. Use NoRed, NoBlue, NoGold to check for absence.

Field Type Default Notes
KeyType INTEGER required

Allowed values: Red = 1, Blue = 2, Gold = 3, NoRed = -1, NoBlue = -2, NoGold = -3
SQL column: ConditionValue

Post[edit | edit source]

KeyType grants the specified key colour: RedKey, BlueKey, or GoldKey.

Field Type Default Notes
KeyType INTEGER required

Allowed values: RedKey = 1, BlueKey = 2, GoldKey = 3
SQL column: ConditionValue

EnemyFullHealth[edit | edit source]

Checks whether a specific enemy unit is at full health.

Pre[edit | edit source]

Actor identifies the enemy. Match true requires full health; false requires damage taken.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

Match INTEGER required

Allowed values: true = 1, false = -1
SQL column: OptionId

EnemyUnaware[edit | edit source]

Checks whether enemies on the map are currently unaware of the player.

Pre[edit | edit source]

Match true requires enemies to be unaware; false requires at least one enemy to be aware.

Field Type Default Notes
Match INTEGER required

Allowed values: true = 1, false = -1
SQL column: ConditionValue

Equip[edit | edit source]

Equips or unequips weapons, armor, and items on a character.

Post[edit | edit source]

Actor identifies the character. Keep controls whether existing equipment is kept or deleted. WeaponType1, WeaponType2, ArmorType, ItemType1, and ItemType2 set the equipment slots.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

Keep TEXT ""

Allowed values: Keep = Keep, Delete = Delete
SQL column: ConditionKey

WeaponType1 INTEGER 0

SQL column: ConditionValue

WeaponType2 INTEGER 0

SQL column: ConditionValue2

ArmorType INTEGER 0

SQL column: ConditionValue3

ItemType1 INTEGER 0

SQL column: ConditionCount

ItemType2 INTEGER 0

SQL column: OptionId

EraDialog[edit | edit source]

Logs a dialog entry tied to game state conditions, used for era-based narrative logging.

Post[edit | edit source]

StateName1 and StateName2 are the game state keys. LogTitle and LogDesc provide the display text.

Field Type Default Notes
StateName1 TEXT required

SQL column: ConditionKey

StateName2 TEXT ""

SQL column: ConditionKey2

LogTitle TEXT ""

SQL column: ConditionName

LogDesc TEXT ""

SQL column: ConditionDesc

EventLog[edit | edit source]

Writes an entry to the in-game event log.

Post[edit | edit source]

Actor optionally identifies the associated character. LogTitle is the log entry title. LogDesc is the log entry body text key.

Field Type Default Notes
Actor TEXT ""

SQL column: ActorId

LogTitle TEXT ""

SQL column: ConditionDesc

LogDesc TEXT ""

SQL column: ConditionDescKey

Favor[edit | edit source]

Adjusts a contact's favor value.

Post[edit | edit source]

Actor identifies the contact. Favors is the amount to add (positive) or subtract (negative).

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

Favors INTEGER required

SQL column: ConditionValue

GameOption[edit | edit source]

Sets a game option value.

Post[edit | edit source]

OptionId identifies the option. OptionValue sets the new value.

Field Type Default Notes
OptionId TEXT required

SQL column: ConditionKey

OptionValue INTEGER required

SQL column: ConditionValue

GameState[edit | edit source]

Reads or writes a game state value.

Pre[edit | edit source]

StateName is a game state read condition using standard prefixes (HAS_, NOT_, EQL_, NEQ_, GTE_, LTE_). AndStateName optionally provides a second condition that must also be true.

Field Type Default Notes
StateName TEXT required

Must start with one of: HAS_ NOT_ EQL_ NEQ_ GTE_ LTE_
SQL column: ConditionKey

AndStateName TEXT ""

Must start with one of: HAS_ NOT_ EQL_ NEQ_ GTE_ LTE_
SQL column: ConditionKey2

Post[edit | edit source]

GameState1 and GameState2 are game state write actions using standard prefixes (ADD_, DEL_, INC_, SET_X_).

Field Type Default Notes
GameState1 TEXT required

Must start with one of: ADD_ DEL_ INC_ SET_X_
SQL column: ConditionKey

GameState2 TEXT ""

Must start with one of: ADD_ DEL_ INC_ SET_X_
SQL column: ConditionKey2

GameStateLink[edit | edit source]

Sets a game state link, optionally associating it with a character.

Post[edit | edit source]

GameStateLink1 is the primary link. GameStateLink2 is an optional secondary link. Actor optionally identifies the associated character.

Field Type Default Notes
Actor TEXT ""

SQL column: ActorId

GameStateLink1 TEXT required

SQL column: ConditionKey

GameStateLink2 TEXT ""

SQL column: ConditionKey2

GrantTeamXp[edit | edit source]

Grants experience points to the entire team.

Post[edit | edit source]

XP is the amount of experience to grant to all team members.

Field Type Default Notes
XP INTEGER required

SQL column: ConditionCount

GrantXp[edit | edit source]

Grants experience points to a specific character.

Post[edit | edit source]

Actor identifies the recipient. XP is the amount of experience to grant.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

XP INTEGER required

SQL column: ConditionCount

HasCharacter[edit | edit source]

Checks whether a specific character is currently on the team roster.

Pre[edit | edit source]

Actor identifies the character to check. Match true requires them to be on the roster; false requires them to be absent.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

Match INTEGER required

Allowed values: true = 1, false = -1
SQL column: OptionId

HeadHunter[edit | edit source]

Checks for head hunter availability, or modifies a head hunter entry.

Pre[edit | edit source]

No fields required. Returns true if head hunters are currently available.

No fields required.

Post[edit | edit source]

Actor identifies the head hunter target. Reason optionally provides a log description.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

Reason TEXT ""

SQL column: ConditionDesc

Heat[edit | edit source]

Checks or adjusts a contact's heat value.

Pre[edit | edit source]

A positive Heat value requires the contact to be over that heat level. A negative value requires the contact to be at or below the absolute value.

Field Type Default Notes
Heat INTEGER required

SQL column: ConditionValue

Post[edit | edit source]

Heat sets the amount to add to the contact's current heat value.

Field Type Default Notes
Heat INTEGER required

SQL column: ConditionValue

Hiding[edit | edit source]

Places a character into hiding for a number of turns.

Post[edit | edit source]

Actor identifies the character. Turns is the base hiding duration. TurnsRandom adds a random additional duration.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

Turns INTEGER 0

SQL column: ConditionValue

TurnsRandom INTEGER 0

SQL column: ConditionValue2

Item[edit | edit source]

Grants, removes, or checks an item of a specific equipment category.

Post[edit | edit source]

Actor identifies the character. ItemType is the item ID. EquipmentType categorises the item: Weapon, Armor, WeaponMod, Item, or Cyber. Count sets the quantity.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

ItemType INTEGER required

SQL column: ConditionValue

Count INTEGER 0

SQL column: ConditionCount

EquipmentType INTEGER required

Allowed values: Weapon = 1, Armor = 2, WeaponMod = 3, Item = 7, Cyber = 8
SQL column: OptionId

Job[edit | edit source]

Changes a character's job class.

Post[edit | edit source]

Actor identifies the character. ClassId is the job class ID to assign.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

ClassId INTEGER required

SQL column: ConditionValue

LegworkPurge[edit | edit source]

Removes an active legwork from the story node group.

Post[edit | edit source]

StoryNode identifies the legwork's story node to purge.

Field Type Default Notes
StoryNode TEXT required

SQL column: ConditionKey

LegworkStoryId[edit | edit source]

Assigns or clears a legwork story ID on a contact.

Post[edit | edit source]

StoryId sets the new legwork story ID. Use Remove: true to clear the existing ID. StoryId values must start with PLG_.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

StoryId TEXT ""

Must start with one of: PLG_
SQL column: ConditionKey

Remove INTEGER 1

Allowed values: true = -1, false = 1
SQL column: OptionId

LootKey[edit | edit source]

Checks for the presence of a specific loot item.

Pre[edit | edit source]

LootType is a signed integer loot item ID. A positive value checks for its presence; a negative value checks for its absence.

Field Type Default Notes
LootType INTEGER required

SQL column: ConditionValue

Loyalty[edit | edit source]

Adjusts a character's loyalty-related stats.

Post[edit | edit source]

Actor identifies the character. HypeOrInfluence, StressOrExposure, Loyalty, and Discontent adjust the respective relationship values.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

HypeOrInfluence INTEGER 0

SQL column: ConditionValue

StressOrExposure INTEGER 0

SQL column: ConditionValue2

Loyalty INTEGER 0

SQL column: ConditionValue3

Discontent INTEGER 0

SQL column: ConditionCount

MapObjective[edit | edit source]

Checks the completion state of a map objective.

Pre[edit | edit source]

Objective identifies the objective to check. Match true requires it to be complete; false requires it to be incomplete.

Field Type Default Notes
Objective TEXT required

SQL column: ConditionKey

Match INTEGER required

Allowed values: true = 1, false = -1
SQL column: ConditionValue

Medical[edit | edit source]

Starts a medical recovery period for a character.

Post[edit | edit source]

Actor identifies the character. Turns sets the recovery duration.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

Turns INTEGER required

SQL column: ConditionValue

Mission[edit | edit source]

Checks whether a specific mission is active, or triggers a mission.

Pre[edit | edit source]

MissionType identifies the mission. Match true requires it to be active; false requires it to be inactive.

Field Type Default Notes
MissionType TEXT required

SQL column: ConditionKey

Match INTEGER required

Allowed values: true = 1, false = -1
SQL column: ConditionValue

Post[edit | edit source]

MissionType identifies the mission to trigger. Actor optionally identifies an associated character.

Field Type Default Notes
Actor TEXT ""

SQL column: ActorId

MissionType TEXT required

SQL column: ConditionKey

MissionActive[edit | edit source]

Checks whether a specific character is currently assigned to an active mission.

Pre[edit | edit source]

Actor identifies the character. Match true requires them to be on an active mission; false requires them not to be.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

Match INTEGER required

Allowed values: true = 1, false = -1
SQL column: OptionId

MissionAltPath[edit | edit source]

Sets an alternate path configuration for a mission room.

Post[edit | edit source]

MissionType identifies the mission. RoomTypeId identifies the room. AltPath sets the alternate path value.

Field Type Default Notes
MissionType TEXT required

SQL column: ActorId

RoomTypeId INTEGER 0

SQL column: ConditionValue

AltPath INTEGER 0

SQL column: ConditionValue2

MissionFaction[edit | edit source]

Checks or sets the faction assignment for a mission.

Pre[edit | edit source]

Faction identifies the faction to check against. AgainstFaction true checks that the mission is against that faction. MissionType optionally specifies a mission to check; otherwise the current mission is used.

Field Type Default Notes
Faction TEXT required

SQL column: ConditionKey

MissionType TEXT ""

SQL column: ConditionKey2

AgainstFaction INTEGER 1

Allowed values: true = -1, false = 1
SQL column: OptionId

Post[edit | edit source]

Faction sets the mission faction. Side For or Against sets the relationship direction. MissionType optionally specifies the target mission.

Field Type Default Notes
Faction TEXT required

SQL column: ConditionKey

MissionType TEXT ""

SQL column: ConditionKey2

Side INTEGER required

Allowed values: Against = -1, For = 1
SQL column: OptionId

MissionPurge[edit | edit source]

Removes a mission from the active mission list.

Post[edit | edit source]

MissionType identifies the mission to purge. SoftPurge true performs a soft purge that preserves some state.

Field Type Default Notes
MissionType TEXT required

SQL column: ConditionKey

SoftPurge INTEGER 1

Allowed values: true = -1, false = 1
SQL column: OptionId

MissionSecurityDeck[edit | edit source]

Assigns a security deck to the current mission.

Post[edit | edit source]

SecDeck is the security deck ID to assign.

Field Type Default Notes
SecDeck INTEGER required

SQL column: ConditionValue

MissionTurn[edit | edit source]

Checks the current mission turn count.

Pre[edit | edit source]

A positive Turn value requires the mission turn to be over that number. A negative value requires it to be at or below the absolute value.

Field Type Default Notes
Turn INTEGER required

SQL column: ConditionValue

Money[edit | edit source]

Checks or adjusts the player's credit balance.

Pre[edit | edit source]

A positive Amount requires at least that many credits. A negative value requires fewer than the absolute value.

Field Type Default Notes
Amount INTEGER required

SQL column: ConditionValue

Post[edit | edit source]

Amount is the credits to add (positive) or remove (negative).

Field Type Default Notes
Money INTEGER required

SQL column: ConditionValue

MoveCharacter[edit | edit source]

Moves a character to a specific map objective location.

Post[edit | edit source]

Actor identifies the character to move. MapObjective identifies the destination.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

MapObjective TEXT required

SQL column: ConditionKey

NoMonsters[edit | edit source]

Checks whether the current mission map has no remaining enemies.

Pre[edit | edit source]

Match true requires no monsters to be present; false requires at least one.

Field Type Default Notes
Match INTEGER required

Allowed values: true = 1, false = -1
SQL column: ConditionValue

Obligation[edit | edit source]

Adjusts a contact's obligation value.

Post[edit | edit source]

Actor identifies the contact. Obligations is the amount to adjust.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

Obligations INTEGER required

SQL column: ConditionValue

PayRate[edit | edit source]

Adjusts a character's pay rate.

Post[edit | edit source]

Actor identifies the character. Adjustment is the amount to add or subtract from their pay rate.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

Adjustment INTEGER required

SQL column: ConditionValue

PowerPlayLoss[edit | edit source]

Applies trust penalties associated with losing a power play.

Post[edit | edit source]

Actor identifies the affected contact. Trust is the amount to adjust.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

Trust INTEGER required

SQL column: ConditionValue

PowerPlayWin[edit | edit source]

Applies trust bonuses associated with winning a power play.

Post[edit | edit source]

Actor identifies the affected contact. Trust is the amount to adjust.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

Trust INTEGER required

SQL column: ConditionValue

Purge[edit | edit source]

Permanently removes a character from the game world.

Post[edit | edit source]

Actor identifies the character to purge.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

Recruit[edit | edit source]

Changes a character's recruitment status.

Post[edit | edit source]

Actor identifies the character. Status sets the new recruitment status value.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

Status INTEGER required

SQL column: ConditionValue

Retire[edit | edit source]

Retires a character, removing them from active play.

Post[edit | edit source]

No fields required.

No fields required.

RetirePower[edit | edit source]

Checks whether the team's retire power threshold has been met.

Pre[edit | edit source]

Match true requires the retire power condition to be satisfied; false requires it not to be.

Field Type Default Notes
Match INTEGER required

Allowed values: true = 1, false = -1
SQL column: ConditionValue

RosterSpace[edit | edit source]

Checks whether there is space available on the team roster.

Pre[edit | edit source]

SpaceAvailable true requires at least one open roster slot; false requires the roster to be full.

Field Type Default Notes
SpaceAvailable INTEGER required

Allowed values: true = 1, false = -1
SQL column: ConditionValue

SecLevel[edit | edit source]

Adjusts the security level of the current mission.

Post[edit | edit source]

MinMaxSecLevel clamps the security level. AdjustSecLevel adds to the current level. Tally adjusts the security tally. Reset true resets the security state.

Field Type Default Notes
MinMaxSecLevel INTEGER 0

SQL column: ConditionValue

AdjustSecLevel INTEGER 0

SQL column: ConditionValue2

Tally INTEGER 0

SQL column: ConditionValue3

Reset INTEGER 0

Allowed values: true = -1, false = 0
SQL column: OptionId

SetAchievement[edit | edit source]

Unlocks a game achievement.

Post[edit | edit source]

AchievementId is the achievement ID to unlock.

Field Type Default Notes
AchievementId INTEGER required

SQL column: ConditionValue

StoryId[edit | edit source]

Assigns or clears a story ID on a character.

Post[edit | edit source]

StoryId sets the new story ID. Use Remove: true to clear the existing ID.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

StoryId TEXT ""

Must start with one of: NCT_ PCT_ NCP_ PCP_ PTG_ PTX_ NTG_ PLG_ NAR_
SQL column: ConditionKey

Remove INTEGER 1

Allowed values: true = -1, false = 1
SQL column: OptionId

StoryMatch[edit | edit source]

Checks whether a story match group has been satisfied, or triggers one.

Pre[edit | edit source]

Match identifies the StoryMatch group. FailOnMatch true returns false if the match is found.

Field Type Default Notes
Match TEXT required

SQL column: ConditionKey

FailOnMatch INTEGER 1

Allowed values: true = -1, false = 1
SQL column: ConditionValue

Post[edit | edit source]

StoryMatch identifies the StoryMatch group to trigger.

Field Type Default Notes
StoryMatch TEXT required

SQL column: ConditionKey

StoryNode[edit | edit source]

Checks whether a story node is active, or adds/removes one.

Pre[edit | edit source]

StoryNode identifies the node to check. FailOnMatch true returns false if the node is active.

Field Type Default Notes
StoryNode TEXT required

SQL column: ConditionKey

FailOnMatch INTEGER 1

Allowed values: true = -1, false = 1
SQL column: OptionId

Post[edit | edit source]

StoryNode adds or removes the story node. Must start with ADD_ or DEL_.

Field Type Default Notes
StoryNode TEXT required

Must start with one of: ADD_ DEL_
SQL column: ConditionKey

StoryNodeGroup[edit | edit source]

Deletes an entire story node group.

Post[edit | edit source]

StoryNodeGroupToDelete identifies the group to remove.

Field Type Default Notes
StoryNodeGroupToDelete TEXT required

SQL column: ConditionKey

SuppressReinforcements[edit | edit source]

Suppresses enemy reinforcements for a number of turns.

Post[edit | edit source]

Turns sets the suppression duration.

Field Type Default Notes
Turns INTEGER required

SQL column: ConditionValue

SwapEnemyToCharacter[edit | edit source]

Replaces an enemy unit on the map with a player character.

Post[edit | edit source]

EnemyActor identifies the enemy to replace. PlayerActor identifies the character to place. Initiative sets the character's starting initiative. AlertLevel sets the enemy alert state.

Field Type Default Notes
EnemyActor TEXT required

SQL column: ActorId

PlayerActor TEXT required

SQL column: ActorId2

Initiative INTEGER 0

SQL column: ConditionValue

AlertLevel INTEGER 0

SQL column: OptionId

Tag[edit | edit source]

Checks for the presence of a tag on a character, or adds/removes one.

Pre[edit | edit source]

Tag is the tag string to check on Actor. No prefix required for Pre checks.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

Tag TEXT required

SQL column: ConditionKey

Post[edit | edit source]

Tag must start with ADD_ or DEL_ to add or remove the tag on Actor. Target optionally identifies a second character for relationship tags. Desc provides an optional display description. TargetGenderId optionally sets a gender context: Male or Female.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

Target TEXT ""

SQL column: ActorId2

Tag TEXT required

Must start with one of: ADD_ DEL_
SQL column: ConditionKey

Desc TEXT ""

SQL column: ConditionDesc

TargetGenderId INTEGER 0

Allowed values: Male = 1, Female = -1
SQL column: OptionId

TallyPerTurn[edit | edit source]

Adjusts the security tally accumulation rate per turn.

Post[edit | edit source]

Adjustment is the amount to add or subtract from the per-turn tally rate.

Field Type Default Notes
Adjustment INTEGER required

SQL column: ConditionValue

TeamPower[edit | edit source]

Checks the team's current power level, or adjusts it.

Pre[edit | edit source]

PowerLevel is a signed integer. Positive requires the team power to be at or above that value; negative requires it to be below the absolute value.

Field Type Default Notes
PowerLevel INTEGER required

SQL column: ConditionValue

Post[edit | edit source]

Increase true raises the team power; false lowers it.

Field Type Default Notes
Increase INTEGER required

Allowed values: true = 1, false = -1
SQL column: ConditionValue

TempStoryId[edit | edit source]

Assigns or clears a temporary story ID on a contact.

Post[edit | edit source]

StoryId sets the new temporary story ID. Use Remove: true to clear the existing ID.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

StoryId TEXT ""

Must start with one of: NCT_ PCT_ NCP_ PCP_ PTG_ PTX_ NTG_ PLG_ NAR_
SQL column: ConditionKey

Remove INTEGER 1

Allowed values: true = -1, false = 1
SQL column: OptionId

Trait[edit | edit source]

Adds, removes, or modifies a trait on a character.

Post[edit | edit source]

Actor identifies the character. Trait is the trait string with prefix ADD_, DEL_, INC_, or DEC_. TraitId is an alternative legacy field for specifying a trait by integer ID — prefer Trait where possible.

Field Type Default Notes
Actor TEXT required

SQL column: ActorId

Trait TEXT ""

Must start with one of: ADD_ DEL_ INC_ DEC_
SQL column: ConditionKey

TraitId INTEGER 0

SQL column: OptionId

Turns[edit | edit source]

Advances the game clock by a number of turns.

Post[edit | edit source]

Turns is the number of turns to advance.

Field Type Default Notes
Turns INTEGER required

SQL column: ConditionValue


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