Interaction, Dialogue, and Logic · Version 0.5

Conditional Interaction Actions

Build chests, shrines, switches, recruitment points, and other multi-step interactions with shared Conditions and Actions.

Interaction Actions combine an optional Condition Tree with an ordered Action Sequence.

They work well for:

  • Chests
  • Healing shrines
  • Locked doors
  • Recruitment points
  • Switches
  • Quest objects
  • Conditional rewards
  • One-time world events

Authoring workflow

  1. Add Interaction Actions to a Game Object.
  2. Confirm the object has Interactable behavior.
  3. Choose Add/Edit Condition when the interaction should have a requirement.
  4. Choose Edit Actions to build the ordered result.
  5. Decide whether the sequence stops on failure.
  6. Choose whether successful use disables or destroys the object.

Rollback

When rollback is enabled, failed required Actions restore RPG and GameState changes made earlier in the sequence. This is important for chests and rewards: the player should not lose a key, receive only half a reward, or trigger a world flag when the complete interaction could not finish.

Actor-targeted Actions can use authored targets such as Party Leader, First Active Character, All Active Characters, or Actors matching a definition. Scene content does not need to know runtime Actor instance IDs.