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Systems Events

Built-in authoring reference for Mercury 1.0.1. All events.

Character Ability Canceled

Runs when this event occurs.

Reference key: characterAbilityCanceled.

Editor category: Systems > Characters.

Object inputs: self.

Filter (Ability id (blank = any)): Select the Character ability associated with this lifecycle Event.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
slot text Character Slot key associated with this Event. Identifies the attachment slot, not the character name.
projection thing:characterProjection Handle of the mounted character projection. Combine with Generation when tracking remounts or asynchronous calls.
generation number Mount generation supplied by the character runtime. A remounted projection has a different generation; stale results must not be applied to a new mount.
ability text Ability name associated with the request or execution.
executionId thing:abilityExecution Handle identifying this ability execution. Correlates phase and lifecycle Events from the same execution.
reason text Reason supplied for this ability lifecycle transition, such as denial, cancellation, or interruption. Can be blank.

Character Ability Completed

Runs when this event occurs.

Reference key: characterAbilityCompleted.

Editor category: Systems > Characters.

Object inputs: self.

Filter (Ability id (blank = any)): Select the Character ability associated with this lifecycle Event.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
slot text Character Slot key associated with this Event. Identifies the attachment slot, not the character name.
projection thing:characterProjection Handle of the mounted character projection. Combine with Generation when tracking remounts or asynchronous calls.
generation number Mount generation supplied by the character runtime. A remounted projection has a different generation; stale results must not be applied to a new mount.
ability text Ability name associated with the request or execution.
executionId thing:abilityExecution Handle identifying this ability execution. Correlates phase and lifecycle Events from the same execution.
reason text Reason supplied for this ability lifecycle transition, such as denial, cancellation, or interruption. Can be blank.

Character Ability Denied

Runs when this event occurs.

Reference key: characterAbilityDenied.

Editor category: Systems > Characters.

Object inputs: self.

Filter (Ability id (blank = any)): Select the Character ability associated with this lifecycle Event.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
slot text Character Slot key associated with this Event. Identifies the attachment slot, not the character name.
projection thing:characterProjection Handle of the mounted character projection. Combine with Generation when tracking remounts or asynchronous calls.
generation number Mount generation supplied by the character runtime. A remounted projection has a different generation; stale results must not be applied to a new mount.
ability text Ability name associated with the request or execution.
executionId thing:abilityExecution Handle identifying this ability execution. Correlates phase and lifecycle Events from the same execution.
reason text Reason supplied for this ability lifecycle transition, such as denial, cancellation, or interruption. Can be blank.

Character Ability Interrupted

Runs when this event occurs.

Reference key: characterAbilityInterrupted.

Editor category: Systems > Characters.

Object inputs: self.

Filter (Ability id (blank = any)): Select the Character ability associated with this lifecycle Event.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
slot text Character Slot key associated with this Event. Identifies the attachment slot, not the character name.
projection thing:characterProjection Handle of the mounted character projection. Combine with Generation when tracking remounts or asynchronous calls.
generation number Mount generation supplied by the character runtime. A remounted projection has a different generation; stale results must not be applied to a new mount.
ability text Ability name associated with the request or execution.
executionId thing:abilityExecution Handle identifying this ability execution. Correlates phase and lifecycle Events from the same execution.
reason text Reason supplied for this ability lifecycle transition, such as denial, cancellation, or interruption. Can be blank.

Character Ability Phase Changed

Runs for authoritative requested, accepted, prepare, commit, impact, recover, and terminal phase evidence.

Reference key: characterAbilityPhaseChanged.

Editor category: Systems > Characters.

Object inputs: self.

Filter (Ability id (blank = any)): Select the Character ability associated with this lifecycle Event.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
slot text Character Slot key associated with this Event. Identifies the attachment slot, not the character name.
projection thing:characterProjection Handle of the mounted character projection. Combine with Generation when tracking remounts or asynchronous calls.
generation number Mount generation supplied by the character runtime. A remounted projection has a different generation; stale results must not be applied to a new mount.
ability text Ability name associated with the request or execution.
executionId thing:abilityExecution Handle identifying this ability execution. Correlates phase and lifecycle Events from the same execution.
phase enum Current ability phase supplied by the execution runtime. Choices: requested, accepted, denied, prepare, commit, impact, recover, completed, canceled, interrupted.
phaseSequence number Sequence number of the ability phase transition. Distinguishes successive transitions within one execution.

Character Ability Started

Runs when this event occurs.

Reference key: characterAbilityStarted.

Editor category: Systems > Characters.

Object inputs: self.

Filter (Ability id (blank = any)): Select the Character ability associated with this lifecycle Event.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
slot text Character Slot key associated with this Event. Identifies the attachment slot, not the character name.
projection thing:characterProjection Handle of the mounted character projection. Combine with Generation when tracking remounts or asynchronous calls.
generation number Mount generation supplied by the character runtime. A remounted projection has a different generation; stale results must not be applied to a new mount.
ability text Ability name associated with the request or execution.
executionId thing:abilityExecution Handle identifying this ability execution. Correlates phase and lifecycle Events from the same execution.
reason text Reason supplied for this ability lifecycle transition, such as denial, cancellation, or interruption. Can be blank.

Character Capability Requested

Runs synchronously when a custom Character adapter requests an exact capability. Dedicated request accessors are valid only while this event is executing.

Reference key: characterCapabilityRequested.

Editor category: Systems > Characters.

Object inputs: self.

Filter (Capability id (blank = any)): Select the Character capability associated with the request or resolution.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
slot text Character Slot key associated with this Event. Identifies the attachment slot, not the character name.
projection thing:characterProjection Handle of the mounted character projection. Combine with Generation when tracking remounts or asynchronous calls.
generation number Mount generation supplied by the character runtime. A remounted projection has a different generation; stale results must not be applied to a new mount.
capability text Capability name associated with this request or result.
destinationCapability text Destination capability selected for the character request. Can differ from the requested capability when a mapping is used.
callId thing:capabilityCall Handle identifying a capability call. Correlates a request with its result or error; it is not a resource name.
ability text Ability name associated with the request or execution.
deadlineTick number Simulation tick at which the capability request reaches its deadline. This is an absolute tick count, not a duration in seconds.

Character Capability Resolved

Runs when a Character capability receipt reaches its next deterministic micro-phase.

Reference key: characterCapabilityResolved.

Editor category: Systems > Characters.

Object inputs: self.

Filter (Capability id (blank = any)): Select the Character capability associated with the request or resolution.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
slot text Character Slot key associated with this Event. Identifies the attachment slot, not the character name.
projection thing:characterProjection Handle of the mounted character projection. Combine with Generation when tracking remounts or asynchronous calls.
generation number Mount generation supplied by the character runtime. A remounted projection has a different generation; stale results must not be applied to a new mount.
capability text Capability name associated with this request or result.
callId thing:capabilityCall Handle identifying a capability call. Correlates a request with its result or error; it is not a resource name.
status text Operation status supplied by the runtime. Interpret it with the Event type and Code or Error fields.
code text Machine-readable outcome or diagnostic code supplied by the character runtime. Blank when the operation supplies no code.

Character Combat Dealt

Runs when this event occurs.

Reference key: characterCombatDealt.

Editor category: Systems > Characters.

Object inputs: self, other.

Filter (Element (blank = any)): Select the combat element associated with the exchange.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
otherName thing:object Object resource of the other participant. This identifies the reusable definition; use the Event Object input to target the live participant.
otherInstance instance Live instance supplied by this Event. Use this typed handle to target the participant or store it in an Instance Variable; an Object resource name identifies its reusable definition instead. The handle can be empty when no participant is supplied.
otherId text Runtime instance identifier of the other participant. Distinguishes placements of the same Object; blank when no participant is supplied.
slot text Character Slot key associated with this Event. Identifies the attachment slot, not the character name.
projection thing:characterProjection Handle of the mounted character projection. Combine with Generation when tracking remounts or asynchronous calls.
generation number Mount generation supplied by the character runtime. A remounted projection has a different generation; stale results must not be applied to a new mount.
element text Damage element associated with the combat exchange.
potency number Integer potency in the character contract scale, 0 to 10000. The capability grant converts this normalized strength into a gameplay effect.
defeated boolean Whether the reported combat exchange defeated its target.

Character Combat Received

Runs when this event occurs.

Reference key: characterCombatReceived.

Editor category: Systems > Characters.

Object inputs: self, other.

Filter (Element (blank = any)): Select the combat element associated with the exchange.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
otherName thing:object Object resource of the other participant. This identifies the reusable definition; use the Event Object input to target the live participant.
otherInstance instance Live instance supplied by this Event. Use this typed handle to target the participant or store it in an Instance Variable; an Object resource name identifies its reusable definition instead. The handle can be empty when no participant is supplied.
otherId text Runtime instance identifier of the other participant. Distinguishes placements of the same Object; blank when no participant is supplied.
slot text Character Slot key associated with this Event. Identifies the attachment slot, not the character name.
projection thing:characterProjection Handle of the mounted character projection. Combine with Generation when tracking remounts or asynchronous calls.
generation number Mount generation supplied by the character runtime. A remounted projection has a different generation; stale results must not be applied to a new mount.
element text Damage element associated with the combat exchange.
potency number Integer potency in the character contract scale, 0 to 10000. The capability grant converts this normalized strength into a gameplay effect.
defeated boolean Whether the reported combat exchange defeated its target.

Character Compatibility Changed

Runs after reviewed compatibility evidence changes for this Character Slot.

Reference key: characterCompatibilityChanged.

Editor category: Systems > Characters.

Object inputs: self.

Filter (Compatibility status (blank = any)): Select the Character compatibility status offered by the Event dialog.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
slot text Character Slot key associated with this Event. Identifies the attachment slot, not the character name.
compatibility text Compatibility state reported for the character slot after its contract check.
digest text Digest identifying the checked compatibility information. Use it to distinguish changed contract evidence.

Character Interaction Requested

A fixed host handler for the interaction.use capability; Other is the Character host actor.

Reference key: characterInteractionUse.

Editor category: Systems > Characters.

Object inputs: self, other.

Filter (Interaction verb (blank = any)): Select the interaction verb associated with the request.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
otherName thing:object Object resource of the other participant. This identifies the reusable definition; use the Event Object input to target the live participant.
otherInstance instance Live instance supplied by this Event. Use this typed handle to target the participant or store it in an Instance Variable; an Object resource name identifies its reusable definition instead. The handle can be empty when no participant is supplied.
otherId text Runtime instance identifier of the other participant. Distinguishes placements of the same Object; blank when no participant is supplied.
verb text Interaction verb associated with the use operation, also used by the Event filter.
potency number Integer potency in the character contract scale, 0 to 10000. The capability grant converts this normalized strength into a gameplay effect.

Character Inventory Use Requested

A fixed host handler for an opaque offered-item handle.

Reference key: characterInventoryUse.

Editor category: Systems > Characters.

Object inputs: self, other.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
otherName thing:object Object resource of the other participant. This identifies the reusable definition; use the Event Object input to target the live participant.
otherInstance instance Live instance supplied by this Event. Use this typed handle to target the participant or store it in an Instance Variable; an Object resource name identifies its reusable definition instead. The handle can be empty when no participant is supplied.
otherId text Runtime instance identifier of the other participant. Distinguishes placements of the same Object; blank when no participant is supplied.

Character Load Failed

Runs when source discovery, review, compatibility, projection, or adoption fails. The filter is the stable diagnostic code.

Reference key: characterLoadFailed.

Editor category: Systems > Characters.

Object inputs: self.

Filter (Diagnostic code (blank = any)): Select the stable Character diagnostic code associated with the failure. Inspect Code and Message for the rejected operation.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
slot text Character Slot key associated with this Event. Identifies the attachment slot, not the character name.
operation text Operation associated with the character load or persona state change.
code text Machine-readable outcome or diagnostic code supplied by the character runtime. Blank when the operation supplies no code.
message text Human-readable diagnostic or speech message supplied by the Event.

Character Mounted

Runs when a verified Character projection attaches to this exact host instance.

Reference key: characterMounted.

Editor category: Systems > Characters.

Object inputs: self.

Filter (Character Slot (blank = any)): Select the Character Slot associated with the mount or unmount.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
slot text Character Slot key associated with this Event. Identifies the attachment slot, not the character name.
projection thing:characterProjection Handle of the mounted character projection. Combine with Generation when tracking remounts or asynchronous calls.
generation number Mount generation supplied by the character runtime. A remounted projection has a different generation; stale results must not be applied to a new mount.
characterId text Persistent character identifier supplied by the mounted character record.
agency mixed Agency information supplied with the character projection. This structured value describes the projection rather than an Object component.
reason text Reason for mounting or unmounting the character projection. Can be blank when no detail is supplied.

Character Persona Conflict

Runs when a Persona write or merge needs explicit player resolution.

Reference key: characterPersonaConflict.

Editor category: Systems > Characters.

Object inputs: self.

Filter (Persona status (blank = any)): Select the Persona status offered by the Event dialog.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
slot text Character Slot key associated with this Event. Identifies the attachment slot, not the character name.
status text Operation status supplied by the runtime. Interpret it with the Event type and Code or Error fields.
operation text Operation associated with the character load or persona state change.
connected boolean Whether the persona connection or network session is connected at the time of the Event.
revision number Revision of the persona information associated with the Event.
code text Machine-readable outcome or diagnostic code supplied by the character runtime. Blank when the operation supplies no code.

Character Persona State Changed

Runs after game-scoped Persona permission or durable state changes without exposing private fields or handles.

Reference key: characterPersonaStateChanged.

Editor category: Systems > Characters.

Object inputs: self.

Filter (Persona status (blank = any)): Select the Persona status offered by the Event dialog.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
slot text Character Slot key associated with this Event. Identifies the attachment slot, not the character name.
status text Operation status supplied by the runtime. Interpret it with the Event type and Code or Error fields.
operation text Operation associated with the character load or persona state change.
connected boolean Whether the persona connection or network session is connected at the time of the Event.
revision number Revision of the persona information associated with the Event.
code text Machine-readable outcome or diagnostic code supplied by the character runtime. Blank when the operation supplies no code.

Character Speech Requested

A fixed host handler for the social.speak capability; the filter is the authored message id, never arbitrary capsule text.

Reference key: characterSocialSpeak.

Editor category: Systems > Characters.

Object inputs: self, other.

Filter (Message id (blank = any)): Select the authored Character message identifier. The filter does not accept arbitrary capsule speech text.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
otherName thing:object Object resource of the other participant. This identifies the reusable definition; use the Event Object input to target the live participant.
otherInstance instance Live instance supplied by this Event. Use this typed handle to target the participant or store it in an Instance Variable; an Object resource name identifies its reusable definition instead. The handle can be empty when no participant is supplied.
otherId text Runtime instance identifier of the other participant. Distinguishes placements of the same Object; blank when no participant is supplied.
message text Human-readable diagnostic or speech message supplied by the Event.
tone text Tone associated with the character speech operation.

Character Status Applied

Runs when this event occurs.

Reference key: characterStatusApplied.

Editor category: Systems > Characters.

Object inputs: self, other.

Filter (Semantic role (blank = any)): Select the status role associated with the applied effect.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
otherName thing:object Object resource of the other participant. This identifies the reusable definition; use the Event Object input to target the live participant.
otherInstance instance Live instance supplied by this Event. Use this typed handle to target the participant or store it in an Instance Variable; an Object resource name identifies its reusable definition instead. The handle can be empty when no participant is supplied.
otherId text Runtime instance identifier of the other participant. Distinguishes placements of the same Object; blank when no participant is supplied.
slot text Character Slot key associated with this Event. Identifies the attachment slot, not the character name.
projection thing:characterProjection Handle of the mounted character projection. Combine with Generation when tracking remounts or asynchronous calls.
generation number Mount generation supplied by the character runtime. A remounted projection has a different generation; stale results must not be applied to a new mount.
role text Status role applied to the character, also used by the Event filter.
potency number Integer potency in the character contract scale, 0 to 10000. The capability grant converts this normalized strength into a gameplay effect.
duration number Applied status duration in simulation ticks. The capability grant determines the conversion from requested potency to this duration.

Character Unmounted

Runs before the Character projection generation is detached and all of its authority is revoked.

Reference key: characterUnmounted.

Editor category: Systems > Characters.

Object inputs: self.

Filter (Character Slot (blank = any)): Select the Character Slot associated with the mount or unmount.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
slot text Character Slot key associated with this Event. Identifies the attachment slot, not the character name.
projection thing:characterProjection Handle of the mounted character projection. Combine with Generation when tracking remounts or asynchronous calls.
generation number Mount generation supplied by the character runtime. A remounted projection has a different generation; stale results must not be applied to a new mount.
characterId text Persistent character identifier supplied by the mounted character record.
agency mixed Agency information supplied with the character projection. This structured value describes the projection rather than an Object component.
reason text Reason for mounting or unmounting the character projection. Can be blank when no detail is supplied.

Host Changed

Runs when the room host changes (the old host left). event.host indicates whether this player is the new host.

Reference key: netHostChanged.

Editor category: Systems > Multiplayer.

Example: Use Host Changed with If Host to take over spawning duties if the old host quit.

Object inputs: self.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
host boolean Whether the local player is the network host after the reported change.
players number Number of players reported by the network session after the change. This is a count, not a player identifier.

Intent Understood

Runs when Understand Text matches a taught phrase. event.intent names it, event.confidence says how surely (0-100), and each understood slot is available as event.slots.<name>.

Reference key: nlIntent.

Editor category: Systems > Mind.

Example: On Intent Understood, use event.slots.door to select the door named by the player.

Object inputs: self.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
text text Input text submitted to the Mind. This is the recognized or submitted text, not the resolved capability result.
intent text Intent name selected by the Mind, also used by the Event filter.
confidence number Confidence score supplied by the intent recognizer. Interpretation depends on the recognizer; it is not a guaranteed probability of correctness.
slots mixed Structured recognized slot values, keyed by slot name. Slot availability depends on the matched intent.

Message Received

Runs when a Send Message arrives. event.channel is the channel, event.message is its typed value, and event.fromPlayer is the sender.

Reference key: netMessage.

Editor category: Systems > Multiplayer.

Example: Use Message Received [chat] to react to Send Message “chat” from other players.

Object inputs: self.

Filter (Channel (blank = any)): Select the message channel matching the sending operation. Channel selection is separate from connection and room setup.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
channel text Channel name attached to the received network message. Use the Event filter to select a channel.
message mixed Payload received on the message channel. This mixed value can be structured; its schema must be agreed by sender and receiver.
fromPlayer number Network player identifier of the message sender.

Mind Capability Called

Runs after a recognized intent maps to a registered capability, or Call Mind Capability invokes one directly, and every argument passes its typed contract. event.capability identifies the allowlisted function, event.callId identifies this call, and typed arguments are available as event.arguments.<name>.

Reference key: nlCapabilityCall.

Editor category: Systems > Mind.

Example: On Mind Capability Called [door.open], use event.arguments.target, then Complete Mind Capability.

Object inputs: self.

Filter (Mind capability (blank = any)): Select the Mind capability associated with the request, completion, or error.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
capability text Capability name associated with this request or result.
callId thing:capabilityCall Handle identifying a capability call. Correlates a request with its result or error; it is not a resource name.
arguments mixed Structured arguments passed to the capability call, keyed by argument name.
status text Operation status supplied by the runtime. Interpret it with the Event type and Code or Error fields.

Mind Capability Completed

Runs after Complete Mind Capability validates the structured result. event.results contains the typed outputs, event.value holds the convenient single output, and event.status is completed.

Reference key: nlCapabilityResult.

Editor category: Systems > Mind.

Example: On Mind Capability Completed [door.open], show event.value and ask for the next command.

Object inputs: self.

Filter (Mind capability (blank = any)): Select the Mind capability associated with the request, completion, or error.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
capability text Capability name associated with this request or result.
callId thing:capabilityCall Handle identifying a capability call. Correlates a request with its result or error; it is not a resource name.
results mixed Structured result values returned by the capability call, keyed by result name.
value text Text representation of the capability result. Use Results when typed structured values are required.
status text Operation status supplied by the runtime. Interpret it with the Event type and Code or Error fields.

Mind Capability Error

Runs when a capability is unknown, an argument cannot be converted, a required slot is missing, a handler explicitly fails, or a completion result violates its output contract. event.error explains the rejected or failed call.

Reference key: nlCapabilityError.

Editor category: Systems > Mind.

Example: On Mind Capability Error, show event.error without changing the game world.

Object inputs: self.

Filter (Mind capability (blank = any)): Select the Mind capability associated with the request, completion, or error.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
capability text Capability name associated with this request or result.
callId thing:capabilityCall Handle identifying a capability call. Correlates a request with its result or error; it is not a resource name.
status text Operation status supplied by the runtime. Interpret it with the Event type and Code or Error fields.
error text Failure or cancellation detail supplied by the operation. Blank when no error detail was produced.

Multiplayer Connected

Runs when this game joins a multiplayer room (after connecting to the server).

Reference key: netConnected.

Editor category: Systems > Multiplayer.

Example: Use Multiplayer Connected to leave the lobby scene once the room is joined.

Object inputs: self.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
connected boolean Whether the persona connection or network session is connected at the time of the Event.
host boolean Whether the local player is the network host after the reported change.
players number Number of players reported by the network session after the change. This is a count, not a player identifier.
latency number Estimated one-way network latency in milliseconds, calculated from half the measured ping round trip. It is not expressed in seconds.

Multiplayer Disconnected

Runs when this game leaves the room or loses the connection.

Reference key: netDisconnected.

Editor category: Systems > Multiplayer.

Example: Use Multiplayer Disconnected to show a “connection lost” message and return to the menu.

Object inputs: self.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
connected boolean Whether the persona connection or network session is connected at the time of the Event.
host boolean Whether the local player is the network host after the reported change.
players number Number of players reported by the network session after the change. This is a count, not a player identifier.
latency number Estimated one-way network latency in milliseconds, calculated from half the measured ping round trip. It is not expressed in seconds.

Not Understood

Runs when Understand Text matched no taught phrase (or none reached its confidence). event.text still holds the sentence — useful for a gentle hint or for handing the sentence to Ask Mind.

Reference key: nlMiss.

Editor category: Systems > Mind.

Example: On Not Understood, pass event.text to Ask Mind, then show the answer.

Object inputs: self.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
text text Input text submitted to the Mind. This is the recognized or submitted text, not the resolved capability result.

Player Joined

Runs when another player joins the room. event.player is their player id.

Reference key: netPlayerJoined.

Editor category: Systems > Multiplayer.

Example: Use Player Joined to announce “Player 2 joined!” or start the match at 2 players.

Object inputs: self.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
player number Network player identifier for the player that joined or left. This is distinct from the player count.
host boolean Whether the local player is the network host after the reported change.
players number Number of players reported by the network session after the change. This is a count, not a player identifier.

Player Left

Runs when another player leaves the room. event.player is their player id.

Reference key: netPlayerLeft.

Editor category: Systems > Multiplayer.

Example: Use Player Left to pause the match or declare the remaining player the winner.

Object inputs: self.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
player number Network player identifier for the player that joined or left. This is distinct from the player count.
host boolean Whether the local player is the network host after the reported change.
players number Number of players reported by the network session after the change. This is a count, not a player identifier.

Player Text

Runs when one typed or spoken capture commits a sentence. event.text holds the exact captured text. Interpretation is a separate policy: attach Player Text Input and Understanding, or call Understand Text explicitly.

Reference key: nlText.

Editor category: Systems > Mind.

Example: On Player Text, speak event.text back before the oracle answers.

Object inputs: self.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
text text Input text submitted to the Mind. This is the recognized or submitted text, not the resolved capability result.

Sync Recovered

Lockstep only: runs after the game detected drift between players and re-synced everyone from the host.

Reference key: netDesync.

Editor category: Systems > Multiplayer.

Object inputs: self.

Event context is a read-only snapshot for this invocation. It is available in the Event’s Action fields; store a required value in a declared Variable before using it in another Event.

Event context

Field Type Description
tick number Simulation tick associated with the detected network desynchronization.
desyncs number Desynchronization count reported by the network session.

Myth Engine Documentation