Actions
Work in Progress
This documentation is still being expanded and refined. Features, screenshots, and descriptions may change until Talescape's public release. If something is unclear or you need help, please ask on the official Talescape Discord. We're happy to clarify or update pages as needed.
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Actions define what happens when an event, trigger or timer runs. They are the final step in Talescape’s logic chain, after a trigger fires and conditions are met.
Actions can also be used directly on dialogue lines, allowing small logic updates to happen during conversations without needing separate events.
1. Overview
An action performs a single operation in response to an event or dialogue. Actions can modify story state, affect the player's inventory, collect player input or control presentation elements such as scenes, sound, interactions or text.
You can attach multiple actions to one event and choose whether they run all at once or sequentially.
2. Execution Order
By default, all actions attached to an event run simultaneously. If the Sequential option is enabled on the event, actions execute one after another in the order they appear.
Sequential execution is useful for:
- Cutscenes or timed narration.
- Dependent logic (e.g., set a variable, then change scene).
3. Common Action Types
Actions cover a wide range of logic and presentation functions. The most common include:
- Variables: Set, increase, decrease, toggle, append, randomize or calculate variable values.
- Input: Ask the player for free text or a selected value and store the result in a variable.
- Inventory & Items: Give item, remove item, craft item from a recipe, add a full item stack or add random items from an item stack.
- Achievements: Unlock or check an achievement.
- Scenes: Change scene, open a detail scene, choose random normal or detail scenes from a stack, hide or show elements, play ambience and sound effects.
- Dialogue: Start, end or randomly select a dialogue from a dialogue stack.
- Timers: Start, stop, pause or reset a timer.
- Interactions: Temporarily prevent or restore player interaction during cutscenes, timed sequences or transitions.
- System: Save progress, play sound or display message to the player.
All available actions are automatically synchronized with the editor.
4. Combining Actions
You can chain multiple actions to create complex results, for example:
- Give the player a flashlight.
- Set a flag marking the scene as “explored.”
- Move to the next area.
Actions execute instantly unless the event is marked as Sequential, in which case they wait for the previous action to complete.
5. Actions in Dialogues
In addition to events, you can attach actions directly to dialogue lines. These run immediately when that specific line is displayed, which is useful for small state updates or inline logic.
Examples:
- Grant an achievement when the player says a particular line.
- Change a variable after a key conversation.
- Store a player supplied name or selected value for later use.
- Start a timer when dialogue reaches a certain point.
This allows Bards to implement story logic directly inside dialogue flow without building separate events, keeping short interactions compact and easy to manage.
6. Testing Actions
You can verify that actions behave as expected using:
- Story Preview – to test in real time.
- Debug Menu – to confirm variable and inventory changes.
- Logs Tab – to track when each action executes.
If an action doesn’t trigger as expected, check that:
- The event’s conditions are met.
- The event is active in the current scope.
- The Sequential setting matches your intended behavior.
7. Best Practices
- Use dialogue actions for small inline effects.
- Use events for broader or reusable logic.
- Use Stacks when an action should choose from a reusable pool instead of one fixed item, dialogue or scene.
- Keep actions focused, one event per logical moment.
- Use sequential actions for pacing and simultaneous actions for responsiveness.
- Test complex action chains individually before combining them.
Actions are where story logic meets storytelling, whether triggered by a player’s choice, a timer or a line of dialogue. They make your story dynamic, responsive and alive.