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Events and Values

Choose an event on an Event node to start a branch. These are the named fields exposed by the event picker; read them in Filter using event.field, or insert them into Say/Message with {event.field}.

EventFieldsPurpose
StartupNoneInitial setup after the owner is created. Template runs before instance.
RespawnNoneReact to the engine's respawn event.
Bumped By Entityentity (entity)React to an entity colliding with this object.
Bumped Into Entityentity (entity)React to this character colliding with another entity.
Bumped Into Itemitem (text)React to this character colliding with an item.
ActiveNoneReact to activation; Set Emit Light can follow the object's active state.
Timehour (number)React to a time event. For schedules, use Routine and Time Range.
Enteredarea (text)React to entering a named area.
Entered Tiletag (text), x, y, layer (numbers)React to entering a tagged painted 2D tile.
Left Tiletag (text), x, y, layer (numbers)React to leaving a tagged painted 2D tile.
Damagedattacker (entity), amount (number), kind (text)React to received damage.
Intentintent (text), subject (entity), distance, count (numbers)Handle an interaction intent.
DeathNoneHandle death, for example dropping inventory or restoring life state.
Killkilled (entity), name (text)React to a defeated character.

A field marked as awaiting an event has no observed value yet. Do not assume another event's fields are available.

Named events​

Use Custom Event to listen for a named event. Enter the same event name used by Notify In or a dialogue option. Notify In schedules a named event after a delay in game minutes. This is useful for deferred checks without keeping a movement action open. For built-in engine events, use the Event picker. For tagged tile transitions, select Entered Tile or Left Tile; both expose tag, x, y, and layer.

Area transitions and navigation​

On Enter Area compares the character's entered area with a name and routes Match or No Match. On Area, on the place's own graph, exposes Player Entered, NPC Entered, Player Left and NPC Left.

Entering an area and completing navigation are different conditions. Connect to Go To → Done when subsequent actions should wait for arrival.

Interaction versus ruleset action​

An Intent branch can filter event.intent against use to start a conversation. A UI command such as rules.basic_attack requests the ruleset action directly; do not add an attack intent chain to make that command work.

Tagged tile interactions​

Set Tags in Tile Metadata to chair. Each tag generates its own event, normalized to lowercase. The position fields x and y describe the map cell; layer identifies the painted tile layer. Left Tile reports the tile being left.

Create two branches:

  • Event: Entered Tile → Filter (event.tag equals chair) → Match → Set Tile (Self, seated sprite).
  • Event: Left Tile → Filter (event.tag equals chair) → Match → Set Tile (Self, standing sprite).

These transitions are separate from named area events and movement completion.