When Statements[ | ]
Statement | Definition |
---|---|
On Actor Alive | The trigger will be evaluated when an Actor spawns |
On Actor Awareness of Another Actor | The trigger will be evaluated when one Actor gains awareness of another Actor |
On Actor Clicked | Fires when an Actor is clicked on |
On Actor Damage | The trigger will be evaluated when an actor takes damage |
On Actor Death | The trigger will be evaluated when one Actor kills another |
On Actor Downed | The trigger will be evaluated when one Actor incapacitates another |
On Actor End Turn+ | The trigger will be evaluated when an Actor ends their Turn. |
On Actor Movement Finished+ | The trigger will be evaluated when an Actor finishes a movement action |
On Actor Revived | The trigger will be evaluated when an Actor is revived |
On Actor Start Turn+ | The trigger will be evaluated when an Actor starts their Turn |
On Actor Teleport | The trigger will be evaluated when an Actor is teleported |
On AI New Target | The trigger will be evaluated when an AI NPC acquires a new target |
On AI Red Alert | The trigger will be evaluated when an AI NPC goes into high alert |
On AI Threat Evaluation | The trigger will be evaluated when an AI NPC evaluates an Actor as the specified threat type |
On Alarm Activated | The trigger will be evaluated when the Alarm is activated |
On Camera Fade In | The trigger will be evaluated when a camera fade in completes |
On Camera Fade Out | The trigger will be evaluated when a camera fade out completes |
On Camera Region Activated | The trigger will be evaluated when this Region becomes active |
On Character Creation Confirmed | The trigger will be evaluated when a successful player is created and the Confirm button is pressed |
On Combat Entered | The trigger will be evaluated when any team has visible enemy threats |
On Combat Exited | The trigger will be evaluated when all teams has no visible enemy threats |
On Conversation Complete | The trigger will be evaluated when a conversation dialog completes |
On Curtains Up | The trigger will be evaluated when the initial fade in completes |
On Dimension Heat Threshold | The trigger will be evaluated when the Heat Threshold for the given Scene Dimension is reached |
On Equip Confirmed | The trigger will be evaluated when the Confirm button is pressed |
On Freemove Mode Enter | The trigger will be evaluated when the game enters freemove mode |
On Goal Update | The trigger will be evaluated when the status of a Scene Goal changes |
On Host Jacked Out | Fires when an Actor Jacks out of the Matrix |
On Item Interaction | The trigger will be evaluated when an object is interacted with |
On Item Pickup | The trigger will be evaluated when an item is picked up |
On Item Used | The trigger will be evaluated when an item is used |
On Map Setup | Trigger will fire when the map is first initialized. Before selecting Continue * |
On Map Start | Trigger will fire when the map has loaded. After selecting Continue |
On New Round | Fire after all the actors have had a turn and a new Battle Round begins |
On Region Enter+ | The trigger will be evaluated when an Actor enters a Region |
On Region Exit+ | The trigger will be evaluated when an Actor leaves a Region |
On Roster Confirmed | The trigger will be evaluated when all hiring conditions are met and the Confirm button is pressed |
On Store Screen Closed | The trigger will be evaluated when a store screen is closed |
On Team Detain Enter | The trigger will be evaluated when a single teams has all actors detained |
On Team Detain Exit | The trigger will be evaluated when a single teams has no actors detained |
On Turn Mode Enter | The trigger will be evaluated when the game enters Turn-based mode |
+ - Triggers with this indicator will evaluate often, and exponentially effect CPU per actor in the scene.
If Statements[ | ]
Statement | Definition |
---|---|
No Condition | This condition always succeeds. |
AND | This statement evaluates to true if both condition A and condition B are true |
OR | This statement evaluates to true if either condition A is true or condition B is true |
Invert Bool | Returns the inverted value of the specified bool |
Match (string) | Check if the first string matches the pattern with wildcards. Case insensitive |
Actor Has Run Speed | Checks if an actor has the specified run speed or not |
Actor Has Status Condition | Checks if an actor has the specified condition or not |
Actor Is A Controlled Spirit or Drone | Checks if an actor is a drone or spirit controlled by another actor |
Actor is Jacked in | Returns whether or not the given Actor is currently decking |
Actor is Jacked in to Matrix Dimension | Returns whether or not the given Actor is decking in a specific dimension |
Actor is Player Controlled | Returns whether or not the given Actor is controlled by the player |
Actor is a Persona | Returns whether or not the given Actors are a PC persona |
Compare Actor Attribute | Compares an Actor's Attribute to a number |
Compare Actor Gender | Checks whether an actor is of a particular gender |
Compare Actor Race | Checks whether an actor is of a particular metahuman race |
Compare Actor Skill | Compares an Actor's Skill to a number |
Compare Actor Specialization | Compares an Actor's Specialization to given Value |
Compare Actor Team | Checks whether an actor is on a particular team |
Compare Hire-able Actor Attribute | Guarantees the player hires at least one actor with a particular Attribute level |
Compare Hire-able Actor Skill | Guarantees the player hires at least one actor with a particular skill level |
Compare Hire-able Actor Tag | Guarantees the player hires at least one actor with or without a particular tag |
Compare Hire-able Has Cyberdeck | Checks whether anyone on a hire-able roster has a Cyberdeck |
Compare Team Attribute | Compare's a Team's Attribute to a number |
Compare Team Skill | Compare's a Team's Skill to a number |
Compare Team Specialization | Compares a Team's Specialization to a number |
Comparison (Actor) | Checks whether one Actor is the same as another |
Comparison (Attribute) | Checks whether one Attribute is the same as another |
Comparison (Prop) | Checks whether one Prop is the same as another |
Comparison (Skill) | Checks whether one Skill is the same as another |
Comparison (Specialization) | Checks whether one Specialization is the same as another |
Comparison (bool) | Compare two bools |
Comparison (float) | Compare two floats |
Comparison (int) | Compare two integers |
Comparison (string) | Compare two strings |
Evaluate Actor Consciousness | Checks whether the specified Actor is conscious or not |
Evaluate Actor Cover | Checks whether the specified Actor is in Cover or not |
Evaluate Actor Has Visible Threats | Checks if one set of Actors has visible threats from another set of Actors * |
Evaluate Actor Threat Type to Actor | Checks whether an Actor is of the specified threat type of another Actor |
Evaluate Alarm State | Checks whether the Alarm is activated or not |
Evaluate Cover Between Actors | Checks if one Actor has the specified amount of cover between them and another Actor |
Evaluate Goal | Checks the state of a specified Scene Goal |
Evaluate if Actor Has Item | Checks whether an Actor is carrying a particular item |
Evaluate if Actor Has Item Holstered | Checks whether an Actor is carrying a holstered item |
Evaluate if Actor Has Temp Body | Checks whether an Actor is using a temporary body |
Evaluate if Actor is Decker | Checks if an actor is a decker * |
Evaluate if Actor is Downed | Checks whether an Actor is downed and needs reviving |
Evaluate if Actor is Inside Region | Checks whether a list of Actors are inside a particular region or not |
Evaluate if Stash Has Item | Checks whether the particular item is stored in current stash |
Evaluate if Team has Cyberdeck | Checks whether anyone on a given team has a Cyberdeck |
Evaluate Nuyen | Checks whether Player has a specified amount of Nuyen |
Evaluate Prop is Closed Door | Checks whether the Prop is a door in an open or closed state |
Evaluate Tag Pattern for Actor | Checks whether an Actor has the specified tag pattern which uses ? or * wildcards |
Evalaute Tag Pattern for Prop | Checks whether a Prop has the specified tag pattern which uses ? or * wildcards |
Evaluate Tag for Actor | Checks whether an Actor has the specified Tag |
Evaluate Tag for Prop | Checks whether a Prop has the specified Tag |
Evaluate Team Survival Percentage | Checks the current percentage of a specified Team is dead |
Evaluate Turn Mode | DEPRECATED: Checks whether the game is currently in Turn-Based mode or Freemove mode |
Evaluate Turn Mode in Dimension | Checks whether the game is currently in Turn-Based mode or Freemove mode for a specific dimension |
Get Dependent Story Variable (bool) | Gets a variable from a dependent Story. Uses the default value if the variable can't be found |
Get Region Enabled | Returns the current Enabled state of the specified Region |
Prop Can Be Interacted With | Returns true if the chosen Prop can be interacted with or not |
Do Statements[ | ]
AI Statements[ | ]
Statement | Definition |
---|---|
Attack Actor With Weapon | Cause one actor to attack another with their equipped weapon |
Change Actor Attack Style | Change an AI Actors attack style. No effect if not AI. |
Change Actor Control | Change whether an Actor is player or AI controlled |
Change Actor Team | Change which team an Actor is on |
Clear Actor Orders | Clears any manual order from an Actor. |
Enforce Actor current Orders | When enabled, further attempts to override orders will be ignored. |
Enter or Exit Cover | Cause an actor to enter or exit cover. |
Order Actor to Call for help | Orders an Actor to shout for help- |
Order Actor to Clear Threat List | Orders an Actor to clear all enemy friendly and targetable threats |
Order Actor to Communicate | Orders an Actor to send out the specified AI communication message |
Order Actor to Face Direction | Orders an Actor to face the specified direction. |
Order Actor of Flee | Orders an Actor to flee from combat |
Order Actor to Hunt And Destroy (Team) | Orders an Actor to directly pursue and destroy the specified Team+ |
Order Actor to Hunt And Destroy (Threat Type) | Orders an Actor to directly pursue and destroy the specified threat type- |
Order Actor to Interact with Object | Orders an Actor to interact with the specified object |
Order Actor to Move to (Point) | Orders an Actor to move to a specified point+ |
Order Actor to move to (Actor) | Orders an Actor to move to a specified target. |
Order Actor to Move to (Prop) | Orders an Actor to move to a specified target.+ |
Order Actor to Move to (Region) | Orders an Actor to move to a specified Region+ |
Order Actor to Move to (ThreatType) | Orders an Actor to move to the nearest Actor of the specified threat type- |
Order Actor to Move to (Start Position) | Orders an Actor to move to their default start position |
Order Actor to Patrol | Orders an Actor to follow the specified Patrol Route, or to cancel an existing route |
Order Actor to Protect (Point) | Orders an Actor to protect a specified point.+ |
Order Actor to Protect (Actor) | Orders an Actor to protect a specified target. |
Order Actor to Protect (Prop) | Orders an Actor to protect a specified target. |
Order Actor to Protect (Team) | Orders an Actor to protect a specified target |
Order Actor to Protect (Region) | Orders an Actor to protect a specified target |
Order Actor to Protect (ThreatType) | Orders an Actor to protect the nearest Actor of the specified threat type- |
Order Actor to Seek And Destroy (Team) | Orders an Actor to search the map for and destroy the specified Team+ |
Order Actor to Seek And Destroy (ThreatType) | Orders an Actor to search the map for and destroy the specified threat type- |
Order Actor to Set Target Preference | Orders an Actor to seek and destroy against the specified threat type |
Order Actor to Set Priority Target | Orders an Actor to target a specified Actor to the exclusion of all others |
Order Actor to Set Target Preference | Orders an Actor to seek and destroy against the specified threat type |
Order Actor to be a Non Combatant | Orders an Actor to stop participating in combat, other than to flee |
Reload Weapon | Cause an actor to reload their weapon |
Set Actor Behavior | Sets an Actor's behavior type- |
Set Actor AI Script | Sets an Actor's AI script (uses exact text from AI list)+ |
Set Item Priority Weight | Any non-zero weight will force the AI to use this item first. All weighted items are sorted by weight. If used on non-AI this trigger is ignored |
Set Team Alliance | Sets one team to be neutral or an enemy in the affiliation list of another team |
- - Indicates that AI using Gumbo script either ignore order or that the engine gives an error message
+ - Indicates a tested feature that Gumbo scrip correct interprets
Actor Statements[ | ]
Statement | Definition |
---|---|
Add Actor Karma | Adds the specified Karma of the given actors |
Activate Actor Spawner By Tag | Spawns all unspawned Actors with specific tag |
Activate Actor Spawner | Spawns an unspawned Actor |
Add Tag to Actor | Adds a given tag to the specified Actors |
Add Item to Actor | Adds the specified item to an Actor's inventory |
Add Item to Team | Adds the specified item to a Team's inventory |
Apply Condition Status Effect to Actor | Apply a Condition Status Effect to an Actor for the specified length of time |
Apply Attribute Status Effect to Actor | Apply an Attribute Status Effect to an Actor for the specified length of time |
Apply Skill Status Effect to Actor | Apply a Skill Status Effect to an Actor for the specified length of time |
Apply Specialization Status Effect to Actor | Apply a Specialization Status Effect to an Actor for the specified length of time |
Cause Damage | Cause the specified amount of HP or AP damage to the list of Actors |
Cause Damage Over Time | Cause the specified amount of HP or AP damage to the list of Actors over several rounds |
Clear Persistent Dead Bodies | Clears all persistent dead bodies from inside region |
Clone Actor | Clones an Actor at the given location |
Detain Actor | Removes an actor from the active actor list. Useful for mid-combat transitions. |
Kill Actor | Kills the specified Actor(s) with the specified method for the players |
Open Store Screen From Actor | Opens the Store Screen using the inventory of the owner |
Open Cyberwear Screen From Actor | Opens the Cyberware Screen using the inventory of the owner |
Play Animation | Makes an Actor play the specified animation, followed by idle |
Play Animation From Manifest | Makes an Actor play the specified animation from a manifest, followed by idle |
Play Animation From Type | Makes an Actor play the specified animation from type which tries to fallback, followed by idle |
Remove Item from Actor | Removes the specified item from an Actor's inventory |
Remove Item from Actor by Item Type | Removes all items that match a specific item type from an Actor's inventory |
Remove Item from Team | Removes the specified item from an Team's inventory |
Remove Status Effect from Actor | Removes a specific Status Effect from an Actor |
Remove Tag from Actor | Removes a tag from the specified Actors |
Revert Actor Body Prefab | Reverts all changed actor bodies to their original prefab |
Set Actor Base Attribute | Sets the specified Attribute of the given actors |
Set Actor Base Skill | Sets the specified Skill of the given actors |
Set Actor Base Specialization | Sets the specified Specialization of the given actors |
Set Actor Body Prefab | Changes body of target actors to a selected prefab |
Set Actor Ignored by AI | Sets whether or not the specified Actor is ignored by AI |
Set Actor In Passive Mode | Sets whether or not the specified Actor is Passive Mode |
Set Actor Uninjurable | Sets whether or not the specified Actor can be injured |
Set Actor Unkillable | Sets whether or not the specified Actor can be killed |
Set Actor Vulnerability | Sets whether or not the specified Actor is vulnerable to a certain action type |
Set Actor Ignored by Camera | Sets whether or not the specified Actors are ignored by camera (camera wont trace or focus on player) |
Set Wander Range | Sets a wander range for an actor. Only applies for passive mode |
Set Actor Run Speed | Sets an override run speed for the players |
Set Animation State of Actor to Animation Modifier | Sets the specified animation state of actor to use the specified animation modifier instead |
Teleport Actor | Moves an Actor to the given location with the specified method |
Teleport Actor near Actor | DEPRECIATED: Teleports an actor near another actor using the specified method |
Teleport Actor With Fade | Moves an Actor to the given location, fading out before moving and fading back in once done |
Teleport Actor to Area Around Actor | Teleports an actor near another actor using the specified method |
Teleport Actor to Area Around Point | Teleports an actor near a point using the specified method |
Dialogue[ | ]
Statement | Definition |
---|---|
Assign Conversation to Actor | Sets a conversation on an Actor, and sets whether their interaction is enabled or not |
Display Text over Actor | Displays some text using the specified style over the target Actor |
Display Text over Point | Displays some text using the specified style over the target Point |
Display Text at Screen Position | Displays some text using the specified style at the specified screen point |
Remove Screen Label | Remove Screen Label with a specific name |
Set Screen Label | Set Screen Label with a specific name to be displayed in a stacked fashion with other labels with desired text |
Set Screen Label Progress Bar(INT) | Set Screen Label with a specific name to display progress of x of y with a description displayed in a stacked fashion with other labels |
Start Conversation | Starts a conversation between the active Actor and the specified one |
Start Conversation Between Actors | Starts a conversation between two specified actors |
Gameplay Statements[ | ]
Statement | Definition |
---|---|
Add Nuyen | Adds the specified amount of Nuyen to Player |
Add Item to Stash | Adds the specified item to the equipment stash |
Apply Camera Shake | Makes the camera shake with an intensity X for Y seconds |
Add Camera Point of Interest (Actors) | Adds the specified target to the list of objects the camera will keep in view, for X seconds |
Add Camera Point of Interest (Point) | Adds the specified target to the list of objects the camera will keep in view, for X seconds |
Clear Camera Points of Interest | Clears the list of Points of Interest from the camera |
Display Image In Popup | Displays an image in a popup of a popup format |
Display Image With Caption In Popup | Displays an image with a caption in a popup of a popup format |
Display Text In Popup | Displays text in a popup of a popup format |
Enable or Disable Manual Turn Mode |
DEPRECATED: Sets whether Manual Turn Mode is enabled when you're not in combat |
Enable Manual Turn Mode in Dimension | Sets whether Turn Mode is enforced regardless of combat in specified dimension |
Enable or Disable Team's Turn |
Sets whether or not the specified Team takes a turn in the combat round for a specific dimension |
End Current Actor Turn | Ends the turn of the currently active Actor |
End Current Team Round | Ends the whole round for the currently active Actor's Team |
Fade Camera Out | Fades the camera out over the specified time, after delaying |
Fade Camera In | Fades the camera in over the specified time, after delaying |
Interrupt Teams Movement | Stops all moving players on team when they reach the next tile. Has an optional wait for movement completion |
Isolated Team Turn | Stops the current round, forces the specific team to take a full turn, does not allow any team to take a turn until the round is complete |
Modify Dimension Heat | Modifies the Heat amount of the given scene Dimension |
Play FX at Point | Plays the specified FX script at the chosen position |
Play FX on Actor | Plays the specified FX script on the specified Actor |
Play FX at Point with Target Point | Plays the specified FX script at the chosen position, with the specified target |
Play FX at Point with Target Actor | Plays the specified FX script at the chosen position, with the specified target |
Play Music | Plays music and overwrites the automated camera region music from playing |
Play Sound | Plays sound |
Remove Camera Point of Interest (Actors) | Removes the specified target from the camera's list of points of interest |
Remove Camera Point of Interest (Point) | Removes the specified target from the camera's list of points of interest |
Remove item from Stash | Removes the specified item from the equipment stash |
Remove Nuyen | Removes the specified amount of Nuyen from Player |
Set Alarm State | Modifies the Heat amount of the given scene Dimension |
Set Goal Status | Sets the status of the specified Scene Goal |
Suspend Team's Turn | Suspends the specified team's turn for a given number of rounds before resuming with their previous AP state |
Stop Music | Stops triggered music and use automated camera region music |
Stop Sound | Stops Sound |
Teleport Camera To Actor | Teleports the camera to an actor. Do not use when there's active camera focus points - clear them first |
Teleport Camera To Point | Teleports the camera to an actor. Do not use when there's active camera focus points - clear them first |
Prop Statements[ | ]
Statement | Definition |
---|---|
Add Tag to Prop | Adds a tag to the specified Prop |
Clone Prop | Clones a prop at the given location |
Delete Prop | Deletes the specified prop |
Delete Props by Tag | Deletes all props with tag within a radius, use Everywhere for entire map |
Enable or Disable Interactable Object |
Sets whether the specified Interactable Object is enabled or not |
Enable or Disable Hack Indicator on Matrix Node Object |
Enables the hack indicator for matrix on the matrix node and hacking object |
Force-Use Interactable Prop (Basic) | Manually uses the specified Interactable Object, with no Actor causing the interaction |
Force-Use Interactable Object (with Actor) | Manually uses the specified Interactable Object, as if the specified Actor had done it |
Light Transition | Adds a Light Script to the specified Interactable Point Light |
Move Prop | Sets a prop velocity, use 0 to stop |
Remove Tag from Prop | Removes a tag from the specified Prop |
Set Hack Status on Matrix Node Object | Sets the state of a matrix node interactable |
Set Prop Visible | Sets the visibility of a prop |
Set Prop Visible by Tag | Sets the visibility of a group of props with a tag within a radius |
Region Statements[ | ]
Statement | Definition |
---|---|
Adjust Region Size | Sets the specified Region's X and Z dimensions |
Attach Region to an Actor | Attaches the specified Region to the chosen Actor |
Detach Region | Detaches the specified Region from any parent Actor that it's attached to |
Move Region to Point | Sets the specified Region's anchor point to the chosen position |
Set Region Enabled | Sets whether the specified Region is enabled or not |
Set Region Color | Sets the color of specified Region |
Set Region Color and Visibility | Sets the color and visibility of specified Region |
Set Region Visible | Sets whether the specified Region is visible or not |
System Statements[ | ]
Statement | Definition |
---|---|
Add To Variable (int) | Simply adds a number to the specified (int) variable |
Add To Variable (float) | Simply adds a number to the specified (float) variable |
Autosave Game | Creates an auto save point in the story |
End Story with Epilogue | Immediately ends the game. Will display the epilogue, credits, and then return to the main menu. |
Modify Constant | Change the game constants by name with an int float or color |
Open Character Creation Screen | Opens the Character Creation for the story |
Open Equip Screen | Opens the Equip Screen for the story |
Open Hiring Screen | Opens the Hiring Screen for the scene |
Open Scene | Open the specified Scene |
Send Event | Sends out the specified Game Event |
Send Event After Delay | Sends out the specified Game Event, after an amount of real-world time has passed |
Set Ambient Light Color | Fades the scene's ambient light color over several seconds for the specified camera region |
Set Directional Light Color | Fades the scene's directional light color to a specified direction and color over several seconds for the specified camera region |
Set Environmental Effect Amount | Enable or disable environmental effects |
Set Variable (int) | Sets the value of a specified (int) Variable |
Set Variable (float) | Sets the value of a specified (float) Variable |
Set Variable (bool) | Sets the value of a specified (bool) Variable |
Set Variable (string) | Sets the value of a specified (string) Variable |
Trigger Statements[ | ]
Statement | Definition |
---|---|
Enable or Disable Trigger | Sets whether a Trigger is Enabled or Disabled |
Run Alternate Trigger | Runs a specified trigger with or without condition checking |
Run Alternate Trigger By Name | Runs a trigger by name with or without condition checking |
Set Retain Trigger | Sets retain trigger to true or false |
Set Retain Other Trigger | Sets another triggers retain to true or false |
Wait until Triggered Again | Pauses execution and waits until one of the triggering events fires, then resumes from this point |
Wait for Event | Pauses execution and waits until the specified event fires, then resumes from this point |
Wait for Rounds | Pauses execution and waits until the specified number of rounds pass in the given dimension, then resumes from this point |
Wait for Motion | Pauses execution until motion stops, then resumes from this point |
Wait for Triggers | Pauses execution and moves to the end of the queue to allow other triggers to execute first |
Waypoint Statements[ | ]
Statement | Definition |
---|---|
Clear All Waypoints | Clears all waypoints currently in the scene |
Clear Waypoint from Actor | Clears any waypoint set on the specified Actor |
Clear Waypoint from Point | Clears any waypoint set on the specified point |
Clear Waypoint from Prop | Clears any waypoint set on the specified point |
Set Waypoint on Actor | Sets a waypoint on the specified Actor |
Set Waypoint on Point | Sets a waypoint on the specified Point |
Set Waypoint on Prop | Sets a waypoint on the specified Prop |
Notes[ | ]
- * Triggers that are available in Hong Kong
- ** Still available to use Pre-Hong Kong