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narrative-events
Schema and rules for creating narrative events
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Schema and rules for creating narrative events
Codex 또는 Claude로 설치 이 Prompt를 복사해 Codex, Claude 또는 다른 어시스턴트에 붙여 넣으면 Skill 페이지를 검토하고 설치를 진행할 수 있습니다.
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Schema and rules for creating triggers
| name | narrative-events |
| description | Schema and rules for creating narrative events |
| context | fork |
| agent | narrative-events |
Edit tabs/narrative-events.json.
Narrative events are cinematic, multi-turn scripted sequences — an ambush, a ritual, a dramatic confrontation — that the narrator plays out beat by beat. While an event is active, its beats steer story generation and NPC behavior until the event completes or the player disengages.
| Field | Requirement |
|---|---|
title | Display name of the event |
beats | The scripted beats/outline the narrator plays out, in order |
| Field | When to Include |
|---|---|
targetTurns | When the event should resolve within a set pace. Recommended 2-4. Without it, the event has no forced turn cap |
onCompleteEffects | When completing the event should change game state — reveal quest objectives, set next steps, grant resources, or start follow-up content. Same effect objects as triggers |
Omit these fields (engine-managed at runtime):
id (derived from the record key)status (starts inactive; engine moves it through active/stopped/completed)turnsActive (engine counter, starts 0)completedTick (set on completion)startingLocation (captured when the event starts)There is exactly one start mechanism: a trigger with a narrative-event-start effect.
{
"triggers": {
"ambush_springs": {
"conditions": [
{ "type": "party-location", "operator": "equals", "value": "Blackwood Pass" }
],
"effects": [
{ "type": "narrative-event-start", "eventId": "bandit-ambush" }
]
}
}
}
Only ONE event can be active at a time — a narrative-event-start effect that fires while another event is active is silently ignored.
With targetTurns: N, the narrator is told to aim to complete within N active turns and to make steady progress each turn. Hard safety valve: the event is force-completed after 2×N active turns. Without targetTurns there is no forced cap.
The AI judges each turn:
completed, a "Narrative Event Completed" status update is shown, and onCompleteEffects are appliedstopped, no effects run, no status updatenarrative-event-start effect become true again with no other event activerecurring trigger; restarting resets the turn countnarrative-event-status conditionsnarrative-event-completed with the event's eventId (see the quests skill)narrative-event-status condition (inactive | active | stopped | completed)interface NarrativeEventDefinition {
title: string
beats: string
targetTurns?: number
onCompleteEffects?: Effect[]
}
For detailed documentation, see narrative-events-reference.md.