References Links for Data Parser Schema
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: |
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: |
CopyNameFromTarget |
TEXT | "" |
SQL column: |
Name |
TEXT | "" |
SQL column: |
BackstoryId |
INTEGER | 0 |
SQL column: |
BackstoryHint |
INTEGER | 0 |
SQL column: |
RecruitSource |
INTEGER | 0 |
Allowed values: |
CopyBackstory |
INTEGER | 0 |
Allowed values: |
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: |
ItemType |
INTEGER | required |
SQL column: |
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: |
TalentType |
INTEGER | required |
SQL column: |
IsItem |
INTEGER | 0 |
Allowed values: |
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: |
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: |
CosmeticGroup |
INTEGER | required |
SQL column: |
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: |
Faction |
TEXT | "" |
SQL column: |
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: |
BoostLevel |
INTEGER | required |
SQL column: |
Trust |
INTEGER | 0 |
SQL column: |
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: |
BurnLevel |
INTEGER | required |
SQL column: |
Trust |
INTEGER | 0 |
SQL column: |
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: |
AlertLevel |
INTEGER | 0 |
SQL column: |
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: |
Status |
INTEGER | required |
SQL column: |
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: |
AlertLevel |
INTEGER | 0 |
Allowed values: |
ActiveOnMission |
INTEGER | 0 |
SQL column: |
AltPath |
INTEGER | 0 |
SQL column: |
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: |
NewContactType |
TEXT | "" |
SQL column: |
NewFaction |
TEXT | "" |
SQL column: |
Trust |
INTEGER | 0 |
SQL column: |
Influence |
INTEGER | 0 |
SQL column: |
PowerLevelChanges |
INTEGER | 0 |
SQL column: |
Exposure |
INTEGER | 0 |
SQL column: |
Favors |
INTEGER | 0 |
SQL column: |
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: |
ServiceId |
INTEGER | required |
SQL column: |
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: |
Turns |
INTEGER | required |
SQL column: |
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: |
ServiceGroup |
INTEGER | required |
SQL column: |
Post[edit | edit source]
Modifies the ServiceGroup on Actor. Levels optionally adjusts the service level.
| Field | Type | Default | Notes |
|---|---|---|---|
Actor |
TEXT | required |
SQL column: |
ServiceGroup |
INTEGER | required |
SQL column: |
Levels |
INTEGER | 0 |
SQL column: |
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: |
NewTempStoryId |
TEXT | "" |
SQL column: |
BackstoryId |
INTEGER | 0 |
SQL column: |
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: |
CopyNameFromTarget |
TEXT | "" |
SQL column: |
Name |
TEXT | "" |
SQL column: |
BackstoryId |
INTEGER | 0 |
SQL column: |
BackstoryHint |
INTEGER | 0 |
SQL column: |
RecruitSource |
INTEGER | 0 |
Allowed values: |
CopyBackstory |
INTEGER | 0 |
Allowed values: |
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: |
OriginalState |
TEXT | required |
SQL column: |
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: |
Target |
TEXT | required |
SQL column: |
Tag |
TEXT | required |
SQL column: |
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: |
MasculineCosmeticGroup |
INTEGER | required |
SQL column: |
FeminineCosmeticGroup |
INTEGER | 0 |
SQL column: |
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: |
Match |
INTEGER | required |
Allowed values: |
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: |
Post[edit | edit source]
KeyType grants the specified key colour: RedKey, BlueKey, or GoldKey.
| Field | Type | Default | Notes |
|---|---|---|---|
KeyType |
INTEGER | required |
Allowed values: |
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: |
Match |
INTEGER | required |
Allowed values: |
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: |
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: |
Keep |
TEXT | "" |
Allowed values: |
WeaponType1 |
INTEGER | 0 |
SQL column: |
WeaponType2 |
INTEGER | 0 |
SQL column: |
ArmorType |
INTEGER | 0 |
SQL column: |
ItemType1 |
INTEGER | 0 |
SQL column: |
ItemType2 |
INTEGER | 0 |
SQL column: |
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: |
StateName2 |
TEXT | "" |
SQL column: |
LogTitle |
TEXT | "" |
SQL column: |
LogDesc |
TEXT | "" |
SQL column: |
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: |
LogTitle |
TEXT | "" |
SQL column: |
LogDesc |
TEXT | "" |
SQL column: |
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: |
Favors |
INTEGER | required |
SQL column: |
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: |
OptionValue |
INTEGER | required |
SQL column: |
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: |
AndStateName |
TEXT | "" |
Must start with one of: |
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: |
GameState2 |
TEXT | "" |
Must start with one of: |
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: |
GameStateLink1 |
TEXT | required |
SQL column: |
GameStateLink2 |
TEXT | "" |
SQL column: |
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: |
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: |
XP |
INTEGER | required |
SQL column: |
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: |
Match |
INTEGER | required |
Allowed values: |
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: |
Reason |
TEXT | "" |
SQL column: |
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: |
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: |
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: |
Turns |
INTEGER | 0 |
SQL column: |
TurnsRandom |
INTEGER | 0 |
SQL column: |
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: |
ItemType |
INTEGER | required |
SQL column: |
Count |
INTEGER | 0 |
SQL column: |
EquipmentType |
INTEGER | required |
Allowed values: |
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: |
ClassId |
INTEGER | required |
SQL column: |
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: |
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: |
StoryId |
TEXT | "" |
Must start with one of: |
Remove |
INTEGER | 1 |
Allowed values: |
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: |
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: |
HypeOrInfluence |
INTEGER | 0 |
SQL column: |
StressOrExposure |
INTEGER | 0 |
SQL column: |
Loyalty |
INTEGER | 0 |
SQL column: |
Discontent |
INTEGER | 0 |
SQL column: |
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: |
Match |
INTEGER | required |
Allowed values: |
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: |
Turns |
INTEGER | required |
SQL column: |
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: |
Match |
INTEGER | required |
Allowed values: |
Post[edit | edit source]
MissionType identifies the mission to trigger. Actor optionally identifies an associated character.
| Field | Type | Default | Notes |
|---|---|---|---|
Actor |
TEXT | "" |
SQL column: |
MissionType |
TEXT | required |
SQL column: |
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: |
Match |
INTEGER | required |
Allowed values: |
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: |
RoomTypeId |
INTEGER | 0 |
SQL column: |
AltPath |
INTEGER | 0 |
SQL column: |
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: |
MissionType |
TEXT | "" |
SQL column: |
AgainstFaction |
INTEGER | 1 |
Allowed values: |
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: |
MissionType |
TEXT | "" |
SQL column: |
Side |
INTEGER | required |
Allowed values: |
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: |
SoftPurge |
INTEGER | 1 |
Allowed values: |
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: |
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: |
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: |
Post[edit | edit source]
Amount is the credits to add (positive) or remove (negative).
| Field | Type | Default | Notes |
|---|---|---|---|
Money |
INTEGER | required |
SQL column: |
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: |
MapObjective |
TEXT | required |
SQL column: |
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: |
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: |
Obligations |
INTEGER | required |
SQL column: |
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: |
Adjustment |
INTEGER | required |
SQL column: |
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: |
Trust |
INTEGER | required |
SQL column: |
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: |
Trust |
INTEGER | required |
SQL column: |
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: |
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: |
Status |
INTEGER | required |
SQL column: |
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: |
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: |
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: |
AdjustSecLevel |
INTEGER | 0 |
SQL column: |
Tally |
INTEGER | 0 |
SQL column: |
Reset |
INTEGER | 0 |
Allowed values: |
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: |
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: |
StoryId |
TEXT | "" |
Must start with one of: |
Remove |
INTEGER | 1 |
Allowed values: |
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: |
FailOnMatch |
INTEGER | 1 |
Allowed values: |
Post[edit | edit source]
StoryMatch identifies the StoryMatch group to trigger.
| Field | Type | Default | Notes |
|---|---|---|---|
StoryMatch |
TEXT | required |
SQL column: |
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: |
FailOnMatch |
INTEGER | 1 |
Allowed values: |
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: |
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: |
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: |
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: |
PlayerActor |
TEXT | required |
SQL column: |
Initiative |
INTEGER | 0 |
SQL column: |
AlertLevel |
INTEGER | 0 |
SQL column: |
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: |
Tag |
TEXT | required |
SQL column: |
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: |
Target |
TEXT | "" |
SQL column: |
Tag |
TEXT | required |
Must start with one of: |
Desc |
TEXT | "" |
SQL column: |
TargetGenderId |
INTEGER | 0 |
Allowed values: |
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: |
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: |
Post[edit | edit source]
Increase true raises the team power; false lowers it.
| Field | Type | Default | Notes |
|---|---|---|---|
Increase |
INTEGER | required |
Allowed values: |
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: |
StoryId |
TEXT | "" |
Must start with one of: |
Remove |
INTEGER | 1 |
Allowed values: |
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: |
Trait |
TEXT | "" |
Must start with one of: |
TraitId |
INTEGER | 0 |
SQL column: |
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: |
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