Action Info

generateActionInfo

Runs when the game resolves a player action, before narration: it judges whether the action is possible, how difficult it is and which skills apply. Its impact section guides how hard an attack lands, as a percentage of a normal hit.

In the editor

"Runs when the game interprets and mechanically resolves a player action before narration. Use it to guide possibility, difficulty, relevant skills, and situational rules. Impact is a percentage the AI chooses to scale attack damage (100 is a normal hit). Default guidance uses a 50–200 scale, and the engine caps the chosen value at 600. Impact conditions and modifiers are instructions to the AI, not rules enforced by the engine; for example, -20 impact tells the AI to subtract 20 from the value it would otherwise choose."

Editor location
Files → AI → Advanced → Action Info
Editor type
Edit in Studio + View JSON
Size limits
  • Each string leaf under a task (aiInstructions.<task>.<key>) — 5,000

Schema

json
{
  "aiInstructions": {
    "generateActionInfo": {
      "<key>": "string"
    }
  }
}

Example

json
{
  "aiInstructions": {
    "generateActionInfo": {
      "impact": "## Impact\nRate impact: 50-90 (low), 100 (normal), 120-150 (high), 150-200 (extreme) based on weapon power and action intensity.",
      "custom": "## Success levels\nMixed results means the goal is reached at a cost. A critical failure leaves the situation worse than before, not just unchanged.\n\n## Difficulty scale\nEasy — routine for someone with the skill. A trained character succeeds without drama.\nMedium — requires real effort or focus. A trained character succeeds with consequence possible.\nSomewhat Hard — meaningful risk even for specialists.\nHard — specialists may fail. Untrained characters almost always fail.\nVery Hard — specialists require exceptional effort.\nExtremely Hard — requires exceptional skill AND favourable circumstances.\nImpossible — no mundane attempt can succeed.\n\n## Combat\n[Add: how damage scales with success level, armor and weapon interactions, flanking or environmental advantage rules]\n\n## Social and skill actions\n[Add: social difficulty calibration, what actions qualify as Easy vs Hard, per-domain guidance for your world's primary skill categories]\n\n## Magic\n[Add: difficulty axes for spells — scale (how much reality changes), complexity (precision required), opposition (target resistance). High on two axes: Very Hard. All three: Extremely Hard or Impossible.]"
    }
  }
}

Fields

impact

Guidance for how hard an action lands. The world ships with a default that sets the scale: ## Impact Rate impact: 50-90 (low), 100 (normal), 120-150 (high), 150-200 (extreme) based on weapon power and action intensity. The AI picks an impact value from this guidance and the engine uses it as a damage multiplier, honouring values up to 600. Rewrite it when your world's weapons or action intensity should read differently.

custom

Your own action-resolution rules. Empty in a new world, and appended to the built-in guidance rather than replacing it.

Fields

custom

Free-form rules the AI reads when it resolves an action, added alongside the impact section.

Authoring pattern

Cover in custom:

  • What each success level means in your world. The levels themselves are fixed: impossible, critical failure, failure, mixed results, basic success, success, great success, critical success. Describe those rather than inventing your own.
  • Class strengths and equipment restrictions — which armour classes each class can use.
  • Skill check DC scale from easy to extreme.
  • Magic difficulty axes: scale, complexity, opposition.
  • How item use resolves in combat as a general rule (whether drinking a potion takes the turn, whether an item can target an ally). What a specific item does is not written here: a potion that heals 20 HP says so in that item's description in itemTypes, which the narrator reads when the item appears in play, and equipment math lives in its bonuses.