/tg/ Station 13 - Modules - TypesVar Details - Proc Details

adventure

text adventure instance, holds data about nodes/choices/etc and of current play state.

Vars

band_modifiersModifiers to band scan values
current_nodeCurrent active adventure node
deep_scan_descriptionOpional description shown after site deep scan
delayed_actionDelayed state properties. If not null, means adventure is in delayed action state and will contain list(delay_time,delay_message)
loot_categoriesLoot table ids used as reward for finishing the adventure succesfully.
nameAdventure name, this organization only, not visible to users
nodesNodes for this adventure, represent single scene.
previous_node_idLast other node than this one. Used by GO_BACK_NODE
qualitiesAssoc list of quality name = value
required_site_traitsRequired site traits for the adventure to appear
starting_nodeNode the adventure will start at
starting_qualitiesList of starting quality values, these will be set before first node is encountered.
trigger_loop_safetyKeeps track firing of triggers until stop state to prevent loops
triggersTriggers for this adventure, checked after quality changes to cause instantenous results

Procs

apply_adventure_effectApplies changes encoded in effect data and processes triggers, returns TRUE if the change forced node change.
check_requirement_groupRecursively validates group requirements.
check_requirementsChecks if current qualities satisfy passed in requirements
end_adventureFinish adventure
handle_special_nodesHandles special node ID's
process_adventure_valueCheck Triggers Extracts raw value from special value objects
start_adventureCheck all nodes have choices
validateBasic sanity checks to ensure broken adventures are not used.

Var Details

band_modifiers

Modifiers to band scan values

current_node

Current active adventure node

deep_scan_description

Opional description shown after site deep scan

delayed_action

Delayed state properties. If not null, means adventure is in delayed action state and will contain list(delay_time,delay_message)

loot_categories

Loot table ids used as reward for finishing the adventure succesfully.

name

Adventure name, this organization only, not visible to users

nodes

Nodes for this adventure, represent single scene.

previous_node_id

Last other node than this one. Used by GO_BACK_NODE

qualities

Assoc list of quality name = value

required_site_traits

Required site traits for the adventure to appear

starting_node

Node the adventure will start at

starting_qualities

List of starting quality values, these will be set before first node is encountered.

trigger_loop_safety

Keeps track firing of triggers until stop state to prevent loops

triggers

Triggers for this adventure, checked after quality changes to cause instantenous results

Proc Details

apply_adventure_effect

Applies changes encoded in effect data and processes triggers, returns TRUE if the change forced node change.

check_requirement_group

Recursively validates group requirements.

check_requirements

Checks if current qualities satisfy passed in requirements

end_adventure

Finish adventure

handle_special_nodes

Handles special node ID's

process_adventure_value

Check Triggers Extracts raw value from special value objects

start_adventure

Check all nodes have choices

validate

Basic sanity checks to ensure broken adventures are not used.