02:44 ST
Expert Adventuring

 

Careful!
These functions will rarely be used in normal adventures. Only use these if you’re very comfortable with the adventure system!
Kerric

Global Commands

These function like normal commands, except they are accessible from every node. In much the same way, global encounter commands are accessible from every encounter.

These commands can be interacted with in much the same way as regular command, such as being masked and unmasked, but should only be used in adventures where the same command is going to be run numerous times from multiple different nodes (such as a command that shows how much money an adventurer has on them).

The Defeat Command is a command that runs when all adventurers are defeated. By default it revives all adventures and ends the encounter unsuccessfully. You can customize this command however you want.

 

For example!
If you wanted your adventurers to only have one life while playing your adventure, you would need the Defeat Command to end the adventure.
Kerric

Attack Groups

Attack groups are a feature of battles. Enemies in battle encounters are reactive, meaning that they will only attack if an adventurer attacks them first. If an attack group is specified, enemies will only be able to counter attacks made from within that specified attack group. Ergo, it will meet a melee attack with a melee counter, and a ranged attack with a ranged counter, etc.

The default attack groups are melee and ranged, but much like damage types, custom attack groups can be created, either by adding it into the enemy attacks JSON or clicking on the “other” box in the dropdown on the weapons menu.

While attack groups can be used to make battles more interesting, they can also make it easy to cheese fights if not appropriately balanced. For example, if an adventurer has a bow and arrows and enemies have no ranged attack groups, it becomes a matter of spamming the bow and arrow to defeat enemies without taking any damage.

The “Execute Command” Action

This action can trigger a command from anywhere in the adventure before resuming with the other actions within the command. For example, this can be used to move to a new node off an if-check or attribute check, as there is no way to make the adventure move nodes through actions. If you need to run a long or complicated sequence of actions multiple times, you could instead make a single masked command with the actions it needs to run, and you can call on it using “execute command”  as needed.

Required condition

This masks a command unless a certain condition is met. The conditions are the same as the ones used in if checks and are formatted as follows:

{stat:str} >= 12 Whether the specified stat is greater than or equal to the specified number.
{var:var_name} = 10 Whether the specified variable is equal to the specified number.
{has_item: 1} Whether the adventurer has the specified item.

These conditions can also be chained together

{var:sun} = 1 && {var:heat} = 1 The command only displays if both specified statements are true.
{stat:dex} > 10 || {has_item: 2} The command will display if either statement is true, or if both are.

Required condition can sometimes be used in place of “unmask command” as it does not need a specific action to unmask. Instead, the command automatically unmasks itself when it’s needed. This is especially useful if the command needs to unmask only after a variable has reached a certain amount, meaning that there isn’t a need to run an if-check every time you want to unmask the command.