Interaction, Dialogue, and Logic · Version 0.5
Action Sequences
Apply ordered gameplay changes through reusable Actions shared by dialogue, interactions, triggers, consumables, Quests, shops, rewards, audio, and Encounters.
An Action Sequence is an ordered list of mutations. Actions use discoverable metadata and registry-backed fields so common gameplay changes can be authored without editing JSON or Python.
Current Action families
- Managed Game State flags, numbers, and text.
- Scene-object activation, visibility, enable, disable, and other supported persistent outcomes.
- Party membership, Actor Resources, experience, inventory, equipment, and Currencies.
- Quest start, Objective progress, and completion.
- Shop and Reward presentation.
- Music and Sound playback.
- Start Encounter for turn-based combat.
Managed references
Variable fields read from the RPG Database Variables panel. Actor, Item, Currency, Quest, Ability, Encounter, audio, and other fields use their authoritative registries. This reduces spelling errors and makes project-wide validation possible.
Failure behavior
A sequence may stop after the first failed required Action. Interaction Actions and Trigger Actions can also wrap supported Game State and RPG changes in one rollback boundary.
Persistent history in the editor
Editing an authored Action list participates in the applicable dialogue, registry, scene, or component history. Undo restores the complete accepted serialized list rather than attempting to reverse a runtime mutation.